Saturday, June 12, 2010

One Down, X To Go!

A strange title, but the point I was getting at is another feature down and only so many more to go. The feature I'm talking about is the Chest Editor. Here's what it looks like.



A small, yet powerful window. You're probably thinking, "Oh my gosh, 65536 possible chest items?! How am I supposed to know what's what?!" Well, obviously you just find a map with the chest item you're looking for, swap data (or just copy the ID) and you're good.

But anyway, I've been thinking. Should I have a dungeon room order editor? In my opinion, this is extremely useless as all of the data is raw and will never be used by another room. I doubt anyone would find any use of it, so I'm thinking against it, but I want to get opinions first (This is not like ZLADE/ZLA where the maps are compressed and certain data is used over and over again).

So that's all for today's short post. Other than this I've been fixing bugs and messing around with debugging. Until tomorrow, bye!

2 comments:

  1. When you mean a dungeon room order editor, you do mean order like you see on the dungeon maps, right? I would think it's pretty obvious that somebody would need to be able to change the rooms around to create new maps. If you mean dungeon order as in pointers, well wouldn't you have that in place anyway? Not quire sure what you are getting at. Also, there isn't 65536 unique chest values. In fact there arn't even like 50. The first byte is the item type, and the second byte sets information like if it's a chest item, drops from the celing, appears from nowhere, etc. Basically it works like interactions, with the second byte being the agument.

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  2. For some reason I wasn't thinking straight when I wrote that. Yea, obviously one is going to be needed.

    I know there's not 65536 chest values, but there's 65536 possible values to use, which is where I was getting at.

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