RE: Dynamic Wilds
Hey all,
Been a while since I posted any kind of progress update, so I guess I'd better write one. For those who don't know, I have my own company and the end of the financial year is looming (31st March), and I have a large tax bill to meet so I've been working my ass off. The wilds work has suffered as a result so there's not a massive amount to report.
* Rewrote the Terrain and Vlinks loading/saving routines to use Syn's value tags method rather than the stock ROM lazy-man's method of using absolute fixed fields. This is much more fault tolerant and makes the area files bigger, but much more readable. It also keeps the wilds files in roughly the same format as the rest of the area file format, which makes me more comfortable (and will save me lots of explaining time when Nib comes to rewrite PGN2ARE).
* Spent some time bullet-proofing various parts of the wilds OLC. Again, a lot of testing will still be required but I wanted to head-off some of the dumber and more obvious bugs before beta testing begins in earnest.
* Vlinks can be linked/unlinked from the OLC now. I wasn't happy with the way this had been done previously, so I rewrote the linking and unlinking routines so that they are more compartmentalised, so the code can be reused when it comes to putting in script hooks for allowing room/mob/obj scripts to link/unlink vlinks.
* At Nib's request I made vlink wilds entrance tiles customisable in the OLC, and also modified the loading/saving code appropriately.
I'll try to do more in the coming week. I realise you guys are waiting for this.
Cheers,
Scott.
posted in Coding Discussion