Well, today's update is mainly about warping. But before I get on about warps, I'll be talking about interactions.
Continuing from my progress yesterday, I've finished everything I need for interaction loading. The editor has the ability to edit existing interactions, but you current cannot re-point, add, or delete any. With the aid of a hex editor, I was able to learn more about certain interactions. It turns out, tree seeds depend on tile 34.
The unknown values to seem to be a constant 00 on trees, but since the interaction type is used for the growing grass that spawn seeds, they might control those.
Anywho, I've cracked the format of warps (Has only been testing on overworld maps). Needless to say, the format is just as bad as everything else in the game. Compressed? Almost. However, the ability to on-screen edit them won't be added. Instead, a separate window called a Warp Editor will be. You see, there are 3 types of warps. One type consists of a plain warp point for every warping tile in the room to use. This is why you'll notice using a walk-through-walls code and entering, say, a chimney will take you to the same spot as a door (in some case). On the other hand, there's another type that's a waste of space, yet Capcom insisted on using it. The type starts by defining the current map of the warp. Then there is a pointer that points to a set of data controlling the position the warp point is at, followed by the destined map group, location, and map. Sadly, instead of using pointers for every map, the game must loop through every warp until it finds one matching the current map's properties.
So you may be thinking warps will be a pain to edit. But, like everything else, my editor will deal with them easily. It's just one less feature (on-screen editing) the editor will have, but really just make editing take one more step.
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