Author Topic: Tower of Lirpa (V1.0)  (Read 2249 times)


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Tower of Lirpa (V1.0)
« on: April 01, 2014, 08:52:41 am »
EDIT: Happy April Fools everyone!

Original post
Vermilion has gone missing, again!
Viridian has to venture into an unknown place where Vermilion said he was going, and find him. On the way, he stumbles upon a mysterious, long, tower, not unlike The Tower back in VVVVVV. Can you save Vermilion in the end? Play the level to find out!

This is a level that I've worked on in secret for a while. After looking through VVVVVV internals with a memory checker (if you don't know what this is - think gameshark or cheat engine). I discovered that a particular bit enables a scrolling level (The Tower, etc). I also noticed that this bit was very close to the flag range. As earlier found, you could set "flags" beyond the 0-99 range by flag(x,on) and thus modify other stuff in RAM. By doing some calculations, I attempted to set a towermode flag by this, and to my surprise, it worked!

Whoa, I had no idea this was even possible! --Terry

O_O --simonroth

what's so special about this? --Notch

Because The Tower uses a 3rd tileset with a very different tile structure, and the rooms in question can't have tileset 3 by default, I had to work with tileset 1 but use tileset 3 numbers. This makes the level look really weird for a split second in the tower, but it fixes itself very quickly. This way, I could create a tower level, and funnily enough, without a single line of internal scripting!

« Last Edit: April 01, 2014, 10:44:36 pm by FIQ »


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Re: Tower of Lirpa (V1.0)
« Reply #1 on: April 01, 2014, 02:29:18 pm »
« Last Edit: April 01, 2014, 02:34:42 pm by SolVVVVVVingPuzzles »

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« Reply #2 on: April 01, 2014, 11:28:18 pm »
Wh/\e we're on the top/c of Apr/\ Foo\'s, /'d \/ke to ment/on my subredd/t doesn't get an Apr/\ Foo\'s.