.zTileMaxAltitude EQUB &20, &20, &20, &53, &45, &43, &3A, &4A \ These values are workspace EQUB &4D, &50, &20, &74, &61, &6B, &33, &0D \ noise and have no meaning EQUB &14, &F0, &05, &20, &0D, &14, &FA, &05 \ EQUB &20, &0D, &15, &04, &18, &2E, &74, &61 \ They actually contain snippets EQUB &6B, &31, &20, &54, &58, &41, &3A, &4A \ of the original source code EQUB &53, &52, &20, &45, &4D, &49, &52, &50 EQUB &54, &0D, &15, &0E, &05, &20, &0D, &15 EQUB &18, &1F, &20, &20, &20, &20, &20, &20 EQUB &4C, &44, &41, &20, &4F, &42, &54, &59 \ These bytes appear to be EQUB &50, &45, &2C, &58, &3A, &42, &4E, &45 \ unused EQUB &20, &74, &61, &6B, &34, &0D, &15, &22 \ EQUB &05, &20, &0D, &15, &2C, &1E, &20, &5C \ These values are workspace \ noise and have no meaning \ \ They actually contain snippets \ of the original source codeName: zTileMaxAltitude [Show more] Type: Variable Category: Landscape Summary: The tile z-coordinate of the highest tile within each 4x4 block of tilesContext: See this variable in context in the source code References: This variable is used as follows: * AddEnemiesToTiles uses zTileMaxAltitude * GetHighestTiles uses zTileMaxAltitude
This table stores the tile z-coordinate of the highest tile within each 4x4 block of tiles in the landscape. It is only used while the landscape is being generated and the allocated memory is reused during gameplay. The table is laid out with one byte for each 4x4 block, starting in the front-left corner of the landscape at tile coordinate (0, 0), and moving along the front row from left to right, and then moving back by four tiles and moving that row from left to right, until we reach the rear row of 4x4 blocks. The rear row and rightmost column of blocks are one tile smaller, so they are 4x3-tile and 3x4-tile blocks, with the far-right block being 3x3 tiles. You can picture this as partitioning the 31x31-tile landscape into an 8x8 chess board, where each square on the chess board is made up of a 4x4 block of landscape tiles (and with smaller squares along the right and rear edges).