http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=887

             Bug #: 887
           Summary: Option to disable the invisible tile 0 on map layers
                    >= 1
    Classification: Unclassified
           Product: OHRRPGCE
           Version: Nigtly WIP (Zenzizenzic)
          Platform: PC
        OS/Version: All
            Status: NEW
          Severity: feature request
          Priority: P3
         Component: Maps
        AssignedTo: [email protected]
        ReportedBy: [email protected]


Tile 0 is invisible on all map layers >= 1

This is implemented with an if check in the calcblock function of allmodex.bas

    block = readblock(tmap, x, y)

    if block = 0 and tmap.layernum > 0 then  'This could be an argument, maybe
we could get rid of layernum
        return -1
    end if


The rationale behind this behavior is that if your default tile 0 is something
opaque like a grass tile, you don't want it to show up in higher layers because
the lower layer would be obscured.

However, many people will design their tilesets so that the 0 tile is blank
anyway. This is especially true now that maps support different tilesets for
each layer.

A bitset in the general map data seems like the most obvious place for this. It
would also be much easier to do than a layer-by-layer bitset, both in terms of
implementation and in terms of user-interface for setting it.

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