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Posted

Can you save the tile text !@#$%^&*ignments into the level? Also maybe then add a "Save without DCME junk" option, although make that low priority since I can't imagine a bunch of character -> tile index mappings making the .lvl noticeably bigger.

 

Another suggestion is to allow deleting of individual !@#$%^&*ignments, currently 3.1.1 is only letting me clear the whole lot.

  • 3 months later...
Posted

Bump.

 

At least make this save in DCME settings. If you want to be fancy you could hash the tileset and use the hash as a key to decide which set of !@#$%^&*ignments to load.

Posted

hm ok... I'll add a eLVL chunk for tiletext data, and I'll make it so it only saves those different from default. While I'm at it, I'll probably add the walltiles in eLVL as well. It shouldn't affect the size much... The DCTT (tiletext) chunk will have a 8-bytes header, + 1 byte per character. The DCWT (walltiles) chunk will have 8-bytes header, + 16bytes per walltiles set

So a complex map with say.... 50 characters and 8 walltiles set would be: 58 + 136 = 194 bytes larger... I doubt anyone will notice the difference blum.gif

Actually, for flexibility, each walltiles set should be in a separate chunk, in case we want to include different types of walltiles set in the future... So it would take 24 bytes per sets in that case.

 

I'll probably be able to pick up some time this weekend... If I can kick my !@#$%^&* hard enough to stop procrastinate on my homeworks, that shouldn't be a problem smile.gif

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