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Sprites
##


01  Zombie
02  Hunchback
03  Slime
04  Attacking ghost
05  Ambush ghost
06  Spider
07  Flaming skull [Immortal]
08  Unknown
09  Werewolf
10  Unknown
11  Frank [Green guy] [Takes 15 hits]
12  Silas' master [Also takes 15 hits, hands 2 hits each]
13  Delbert in bubble
14  Gem
15  Money sack
16  Crystal ball
17  Candle
18  Chest
19  1UP
256 Dave

-32768 Treasure door: Gem
-32767 Treasure door: Money
-32766 Treasure door: Crystal ball
-32765 Treasure door: Candle
-32764 Treasure door: Treasure chest
-32763 Treasure door: 1UP


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Doors: 
##


There are two types of door; treasure and transport.

Doors that move Dave from one place to another require a sprite to be placed on their doorhandle that is [about] 4 digits long. The doors work on an absolute basis, unlike the teleporters in Keen which work on a relative basis. The first two digits of the door is the location of the door  Dave *will go TO* in X tiles, the second two digits its location in y tiles. For example, a door anywhere in the level that you want to make Dave go to 7,18 in the level; First we must add 2 to each value, because Dave counts the levels borders as well, now convert 9,20 into hex to get 9, 14 so the sprite we will place on it is 0914 [In hex] converting 914 into decimal gives us the sprite 2324 to be placed on the door. If this all sounds a bit complicated, then you can use this formula: 

(Sprite) = 256*(x+2) + (y+2)


When Dave enteres a door, an open door will appear anywhere he is directed to, this door will not be useable by Dave unless there is a transport sprite placed in the level at its location. This allows one way doors to be made.

The second kind of door will open to reveal treasure and will not transport Dave anywhere, these will use the 148-153 tiles. The treasure revealed depends on the sprite placed in the middle right of the *closed* door.

In order for the doors to work somewhere in the level the following tiles must be placed, *in a line* in the following order- For wooden doors; 78, 79, 91, 92, 104, 105 OR 80, 81, 93, 95, 106, 107 Steel doors; 148, 149, 150, 151, 152, 153. The doors will search for these tiles when opening, and if they don't find them, or find them in the wrong order, will use gibberish instead. You will notice all these tiles are open door tiles. The 'Brick' doors where Dave pulls a hole in the wall use a different set of tiles placed the same way, its not hard to figure out.


##
Tiles:
##


Tiles 17 and 145 will skip Dave to the next level if touched.

Tile 372 prevents Silas Master boss from moving left off the screen

Tiles 122, 123, 135 and 136 are knife tiles and will kill Dave if he touches them, they are the only tiles to do so.

None of the tiles animate, nor are any masked or foreground.

#Number of unincluded bitmaps:       2
#Number of unincluded sprite images: 5

