The Desktop Adventures engine is almost entirely tile based. That means small re-usable images are used as the fundamental elements for all graphics. Maps, enemies and bullets are all made up of tiles.
Note: Only the startup image and the speech bubbles are not rendered using tiles.
Each tile is made up of 32x32 pixels image data – an array of 8-bit color palette indexes – and some flags that specify the properties of the tile.
If the Locator type bit is set, these flags specify the sub-type. Some tiles required to render the map scene are not marked with special bit flags, so a hard coded list of tile ids per game is required.
Marks the Spaceport or Lucasino
A visited sector with a puzzle that has not been solved yet
A solved sector
Sector that brings to player to a section of the world that can not be reached otherwise.
A puzzle that has to be solved before the sectors to the north can be reached. A sector that has to be solved before the sector to the north can be reached.
The final puzzle of the world. Solving this wins the game