User:Asph/Understanding the internal format of DTL1 levels

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Revision as of 11:14, 27 December 2023 by Asph (talk | contribs) (Created page with "People have been discussing and experimenting with DTL romhacks as of late, so I thought I'd share what I know. In DTL1, levels are separated by screens. For example, Mt. Sno...")
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People have been discussing and experimenting with DTL romhacks as of late, so I thought I'd share what I know.

In DTL1, levels are separated by screens. For example, Mt. Snowy spans eight screens: 1a, 1b, 1c, 1d, 1e, 1f, 1g, and 1h. Here is screen 1a:

image of screen 1a

You might be confused, as you might only remember five screens from Mt. Snowy. The last three are optional indoor sections, which you get to by entering a house. Generally speaking, outdoors screens span a-e, while f onwards are often indoor sections.

The data for these separate screens are split among four different filetypes, and this page will primarily be about the way these four filetypes store their data. These four filetypes are as follows:

  • Tilemap layers, stored in .LX files, with X being the layer. Platforming levels only use a single .L0 file.
  • MovE.dsc, which stores both enemies, and drawable creations.
  • StatiC.dsc, which stores all kinds of static objects. Collectibles, background objects, shadow goo, and transition points are all stored in here.
  • .col files, which house collision, and data regarding water and the like.