And here's today's post. Time for the final level(s) and ending! Stage 10 isn't too complicated. There's just another illusionary wall, and the "To Reactor" Sign. There's also some sort of unidentified pickup hidden behind an illusionary wall with the ID of 42:0. Since the yellow gem was 42:3, I'm going to take the educated guess that this is the green gem. I'll comment it as "TBC" in case I actually see one in Episodes 2 or 3.
Stage 10 done:

Now, the Reactor stage. First, it appears to have the wrong palette, so I'll fix that immediately. Second, it has these infinite floating robot spawners. I'm going to create a "composite" sprite containing a couple robots clustered together and see how that looks.
Reactor Stage (32) Done:

Ending sequence time. It looks like the ending has a special font-mode which actually uses the two colours for the fonts. Since my setup doesn't let me do that, I'm going to work-around this by drawing the text twice, once for each colour, to get a somewhat similar effect. Right now it shows up as dark gray, which is wrong.


Not perfect, but a reasonable facsimile. It will do. With that, the shareware game is fully mapped. It just needs a few tweaks before it's ready for the site.
Oh, but there are a few sprites in the "demo" stages that we haven't identified. And, unfortunately, we CAN'T identify without playing the original versions of those stages. Since the demo stages are essentially identical to their original versions, there's no real reason to submit these.
day17.zip is available.
Stage 10 done:

Now, the Reactor stage. First, it appears to have the wrong palette, so I'll fix that immediately. Second, it has these infinite floating robot spawners. I'm going to create a "composite" sprite containing a couple robots clustered together and see how that looks.
Code Select
# Special case for 73, type 0. Variant 4 appears to be the pickup item.
# Other variants (all rendered invisible) appear to be:
# 1 : Flaming Face Jet (Down)
# 2 : Flaming Lava Jet (Up)
# 3 : Robot Spawner
self.addsprite(73, 0, variablesprite({
1 : graphics.records[30].images[19],
2 : graphics.records[30].images[19],
3 : graphics.compositeimage((32, 32), [(0, 0, 59, 1),
(16, 0, 59, 4), (8, 12, 59, 1)]),
4 : graphics.semitransparent(
graphics.records[37].images[0], 128)},
field='variant'))
Reactor Stage (32) Done:

Ending sequence time. It looks like the ending has a special font-mode which actually uses the two colours for the fonts. Since my setup doesn't let me do that, I'm going to work-around this by drawing the text twice, once for each colour, to get a somewhat similar effect. Right now it shows up as dark gray, which is wrong.

Code Select
def draw(self, mappicture, objrec, mapdata):
pen = ImageDraw.Draw(mappicture)
if objrec.appearance == 8:
# Simulate multi-colour appearance by creating a fake shadow effect
pen.text((objrec.x, objrec.y), mapdata.getstring(objrec.stringref),
font=self.font, fill=self.graphics.getcolour(14))
pen.text((objrec.x-1, objrec.y), mapdata.getstring(objrec.stringref),
font=self.font, fill=self.graphics.getcolour(6))
else:
pen.text((objrec.x, objrec.y), mapdata.getstring(objrec.stringref),
font=self.font, fill=self.graphics.getcolour(objrec.appearance))

Not perfect, but a reasonable facsimile. It will do. With that, the shareware game is fully mapped. It just needs a few tweaks before it's ready for the site.
Oh, but there are a few sprites in the "demo" stages that we haven't identified. And, unfortunately, we CAN'T identify without playing the original versions of those stages. Since the demo stages are essentially identical to their original versions, there's no real reason to submit these.
day17.zip is available.
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. Now to adapt my previous identifications (+ a couple more):

