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Ok so far this is back in motion again I hope to hAve ready for beta test possibly end of this week.
To be included in this release.
Multicolor support(possibly background by the time it's done too 80%)
Animated tile viewer(1x1 - 4x4) up to 8 frames.
Datatypes changed(matches datatypes on Cart64 version) Which marks tileset and not the map anymore(16 max)
Save tileset changes: allow tileset to be saved in smaller parts. What should we allow for save sizes?
GUI changes: the color pallette will not be shown only the selected colors. The color selection has been switched to buttons. Pressing these buttons will popup up the color pallette right above the color you want to change( when in multicolor mode the char color will display colors but higher colors will only use corresponding 0-7 color( pic will explain better)
I think that's the most important items off top of my head.
For tilesets, saving in chunks of two lines is the best. In other words, the tileset could be broken down into four parts this way.
The animated tile viewer is definitely a good addition and eight frames is perfect.
/me passes out
Here is a linkto some of the screenshots of changes.
We'll still be able to set what the datatypes are? For instance, in map01 $02 = door but map02 $02 = water.
NO not in this mode anymore. Datatype works just like a type of material so for instance a wall if encountered in the game would read as blocked so char would not be able to pass. I think we would need something that would print out the locations of a type of trigger spot this way it can be programmed with minimal memory the old dataypes used the same amount of memory as the map so like have 2 144x128 on top of each other for only a couple trigger spots per town.
so maybe something like ActionType?? we could use similar way datatypes used to work on the screen and only report back in a file what is marked (e.g. 5,5=Door
Dont know I figured this still would be an issue but would like to get it solved right away. Need some opinions
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