Пока следующего релиза нет, могу дать инфу по формату данных для эпизодов, в ZT (в BZT там еще кое-чего добавилось, но пока эти данные не систематизировал):
Episode map data format
1. 4 bytes: Signature ("ZMAP")
2. 4096 bytes: Textures definition:
- A texture is 128x64, consists of 8 tiles (32x32), tile order is:
1 3 5 7
2 4 6 8
- Has 256 records
- A record consists of 8 tile numbers (2 bytes per tile number, big-endian):
T1_Tile1 T1_Tile2 T1_Tile3 T1_Tile4 T1_Tile5 T1_Tile6 T1_Tile7 T1_Tile8
T2_Tile1 T2_Tile2 T2_Tile3 T2_Tile4 T2_Tile5 T2_Tile6 T2_Tile7 T2_Tile8
..
T256_Tile1 T256_Tile2 T256_Tile3 T256_Tile4 T256_Tile5 T256_Tile6 T256_Tile7 T256_Tile8
3. 2048 bytes: Texture orders:
- Describes which texture to use on each side of each cell ID (#0 - #255)
4. 256 bytes: Cell types definiton, one byte per cell, for types explanation, see [CellDefs] section of ztedit.ini.
5. 16 bytes: Level environment, one byte per one level, possible values are:
- 00: Bright light
- 01: Dim light
- 02: Haze
- 03: No ceiling
- 04: Black ceiling
6. 16384 bytes: Map data:
- Each episode has 16 levels
- Each level is 32x32, one byte per cell, first byte is upper-left corner, last byte is lower-right corner.
- Each byte defines the cell ID to be placed. E.g. byte 0Ah (10d) causes the game to render the cell according to 10th record of cell types definition set.