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Scripting and Reverse Engineering / Re: 1:35 Soldier Quest
« on: 2010-04-19 10:01:25 »- the variable to choose, it has to be not used by the game
Not a problem, in var manager (in MR), you can search the variables already used.
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- the variable to choose, it has to be not used by the game
Sure, this would be more than doable with Meteor.
struct spriteInfos {
uint16 zz0; //Always 0
int16 destX;
int16 destY;
uint16 zz1; //Inused
uint16 zz2; //Inused
uint16 srcX_1;
uint16 srcY_1;
uint16 srcX_2;
uint16 srcY_2;
uint16 width; //Inused: 16,32 or invalid value
uint16 height; //Inused: 16,32 or invalid value
uint16 paletteID;
uint16 ID; //Maybe used for Z value
uint8 parameter;
uint8 state; //flag
uint8 blending; //Boolean
uint8 zz3; //Boolean
uint16 blendingType; <----- HERE
uint16 pageID1;
uint16 pageID2; //If pageID2 > 0, use srcX_2 and srcY_2
uint16 deph;
uint32 Z;
uint32 X; //Proportionnal to srcXs
uint32 Y; //Proportionnal to srcYs
uint16 zz4; //Always 0
};
struct spritePageInfos{
unsigned page_x:4; // LSB
unsigned page_y:1;
unsigned blendingType:2; <----- HERE
unsigned deph:2;
unsigned ZZ:7; // MSB
};
Hey this is pretty damn sweet! thanks! Any chance at all of having psx version added to it?
Cool! If you don't already have a feature like this, it'd be neat if you could implement a method of creating "patch" files that could enable one to change certain entries automatically upon applying the way that the .PrC and .WM files work for Proud Clod and Wallmarket, respectively. This would enable one to share dialogue mods without having to distribute the entire flevel.lgp file.