> > Based on what I currently have coded, creating a tile-editor is really a
> > piece of cake. You want an editor? See you in two days!!! Grmbl...
>
> Editors are one of the worst kind of programs to make!
>
> For example, a good editor needs multilevel undo/redo, which requires some
> good design or it will eat your memory very fast. Also, the user interface
> is very important, and it's hard to design a good UI.
Okay, then stop talking and make an editor!
tilemap file format:
4 bytes: "RPGm"
8 bytes: filename (without ext.) of the patterndata
1 byte: width (in tiles), possible values 256 (=0), 128, 64, 32, 16, 8
1 byte: heigth (in tiles), possible values - see above
n bytes: actual data (max. size 16k)
The actual data is -with for example width 128- simply the tiledata of
(0,0)-(128,0) + (0,1)-(128,1) + (0,2)-(128,2), etcetera...
patterndata fileformat:
4 bytes: "RPGp"
The patterns and palet are in screen 5-format. That is 256 patterns of 8x8,
32 patterns per row, 8 rows. So that means the file is actually a dump of
the first 64 lines of the screen, the rest is not saved. The palette is
stored right after the screeninfo in #rb:g format (32 bytes).
Ofcourse one should be able to import files from other fileformats like
.GE5, .BMP and .GIF.
Tip: display the X/Y coordinates on screen, because that will make it easier
to let a map 'fit' to another.
~Grauw
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