Posted: Thu Dec 01, 2011 10:00 pm
No, not at all. I don't want to keep anybody from editing anything. I mean, the code is in Python, you can plug in any map you want - e.g. you can see my first try still in src/bt/old/city_map.py (defunct now). However, then I found this site and all the information on how to decode the files and used that first, because I thought, then I don't have to enter all that map stuff myself.
The reason I don't put the decompressed files in, is more or less the following: the format they use is stupid anyway: not all data is in the map files, but hard coded by checking coordinates e.g. for the taverns, the statues, the temples... If you define a map format, that should define everything - if you move around the Scarlet Bard on your map, you should not be forced to modify some coordinates in some removed piece of code - this is totally braindead.
So, what I plan to do is: come up with some decent format on how to easily specify a map with *all* information in a text editor, then convert the data from the city.pat and city.nam file into that format, add missing information that is only in the executable, and then use only this as map file (which anybody can easily edit). In my view there should be three or four bytes per grid cell, which I would code as printable characters:
1) 0=street, 1-4 building type
2) street name index
3) special index (probably two chars for that, general and specific)
So '01SS' could mean the Samuarai statue on Rakhir, '10T2' could mean the Greater Gods temple, '4000' is just a plain building with facade number 4 (the rough rocky front), etc. And a map file would then look like
The size of the map could just be inferred from the file and line lengths. What do you think?
BTW: If you're interested I can put up a version which looks much nicer, as there are now the C64 fonts as TTF used and you can load your msdos characters (albeit do nothing with them)...
The reason I don't put the decompressed files in, is more or less the following: the format they use is stupid anyway: not all data is in the map files, but hard coded by checking coordinates e.g. for the taverns, the statues, the temples... If you define a map format, that should define everything - if you move around the Scarlet Bard on your map, you should not be forced to modify some coordinates in some removed piece of code - this is totally braindead.
So, what I plan to do is: come up with some decent format on how to easily specify a map with *all* information in a text editor, then convert the data from the city.pat and city.nam file into that format, add missing information that is only in the executable, and then use only this as map file (which anybody can easily edit). In my view there should be three or four bytes per grid cell, which I would code as printable characters:
1) 0=street, 1-4 building type
2) street name index
3) special index (probably two chars for that, general and specific)
So '01SS' could mean the Samuarai statue on Rakhir, '10T2' could mean the Greater Gods temple, '4000' is just a plain building with facade number 4 (the rough rocky front), etc. And a map file would then look like
Code: Select all
1000,2000,10T1,...
4000,0700,07SD,...
...
BTW: If you're interested I can put up a version which looks much nicer, as there are now the C64 fonts as TTF used and you can load your msdos characters (albeit do nothing with them)...