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Tool for developing with tiles?

 
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Antoine

External


Since: Nov 04, 2007
Posts: 46



(Msg. 1) Posted: Sun Jan 06, 2008 7:59 pm
Post subject: Tool for developing with tiles?
Archived from groups: rec>games>roguelike>angband (more info?)

Hi

Another Ironband development question,

The tiles implementation is exactly the same as in NPP, which is fine
with me. But I have added some new monsters and objects, and I need to
match them up with tiles through the prf (preference) files. The prf
files are long lists of entity/tile mappings, with tile positions in
the bitmap indicated in hexadecimal. (I can post an example if this is
not clear).

My question is: is there any special tool that people use to read tile
positions off the bitmap and convert them into hexadecimal? Or is it
just a matter of stuffing round with an image editor?

Thanks
A.

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Antoine

External


Since: Nov 04, 2007
Posts: 46



(Msg. 2) Posted: Sun Jan 06, 2008 10:44 pm
Post subject: Re: Tool for developing with tiles? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jan 7, 7:16 pm, andrewdoull <andrewdo... DeleteThis @gmail.com> wrote:
> On 2008-01-07 06:51:51, Nick <nckmccn... DeleteThis @yahoo.com.au> wrote:
>
>
>
>
>
> > On 2008-01-07 04:59:38, Antoine  wrote:
>
> > > The tiles implementation is exactly the same as in NPP, which is fine
> > > with me. But I have added some new monsters and objects, and I need to
> > > match them up with tiles through the prf (preference) files. The prf
> > > files are long lists of entity/tile mappings, with tile positions in
> > > the bitmap indicated in hexadecimal. (I can post an example if this is
> > > not clear).
>
> > > My question is: is there any special tool that people use to read tile
> > > positions off the bitmap and convert them into hexadecimal? Or is it
> > > just a matter of stuffing round with an image editor?
>
> > The '~' knowledge screens, rewritten by Pete Mack, which appear in a number of
> > variants (FA, Un and possibly vanilla) enable picking a tile, and they show the
> > correct hex values to use IIRC.  It can also be done by hand (as I did for FA
> > just _before_ Pete wrote the picker).
>
> s/Pete/UnAndrew
>
> It wasn't particularly pretty when I first wrote it, but I'd appreciate the
> correct credit.
>
> Pete pretty much rewrote the remainder of the knowledge menus however and tidied
> things up. Mogami provided some much needed correctness fixes as well.

Thanks to all those involved. I'm not aware of these ~ screens but
will check out.

A.

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Nick

External


Since: Apr 14, 2005
Posts: 92



(Msg. 3) Posted: Mon Jan 07, 2008 5:51 am
Post subject: Re: Tool for developing with tiles? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2008-01-07 04:59:38, Antoine <antoine.from.rgrd.TakeThisOut@gmail.com> wrote:

> The tiles implementation is exactly the same as in NPP, which is fine
> with me. But I have added some new monsters and objects, and I need to
> match them up with tiles through the prf (preference) files. The prf
> files are long lists of entity/tile mappings, with tile positions in
> the bitmap indicated in hexadecimal. (I can post an example if this is
> not clear).
>
> My question is: is there any special tool that people use to read tile
> positions off the bitmap and convert them into hexadecimal? Or is it
> just a matter of stuffing round with an image editor?

The '~' knowledge screens, rewritten by Pete Mack, which appear in a number of
variants (FA, Un and possibly vanilla) enable picking a tile, and they show the
correct hex values to use IIRC. It can also be done by hand (as I did for FA
just _before_ Pete wrote the picker).

Nick.
--
"You are judging by social rules, and finding crime. I am considering an
elemental struggle, and finding no crime, just grim, primeval danger." - The
Midwich Cuckoos, John Wyndham
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andrewdoull

External


Since: Oct 29, 2007
Posts: 70



(Msg. 4) Posted: Mon Jan 07, 2008 6:16 am
Post subject: Re: Tool for developing with tiles? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2008-01-07 06:51:51, Nick <nckmccnnll DeleteThis @yahoo.com.au> wrote:

> On 2008-01-07 04:59:38, Antoine wrote:
>
> > The tiles implementation is exactly the same as in NPP, which is fine
> > with me. But I have added some new monsters and objects, and I need to
> > match them up with tiles through the prf (preference) files. The prf
> > files are long lists of entity/tile mappings, with tile positions in
> > the bitmap indicated in hexadecimal. (I can post an example if this is
> > not clear).
> >
> > My question is: is there any special tool that people use to read tile
> > positions off the bitmap and convert them into hexadecimal? Or is it
> > just a matter of stuffing round with an image editor?
>
> The '~' knowledge screens, rewritten by Pete Mack, which appear in a number of
> variants (FA, Un and possibly vanilla) enable picking a tile, and they show the
> correct hex values to use IIRC. It can also be done by hand (as I did for FA
> just _before_ Pete wrote the picker).

s/Pete/UnAndrew

It wasn't particularly pretty when I first wrote it, but I'd appreciate the
correct credit.

Pete pretty much rewrote the remainder of the knowledge menus however and tidied
things up. Mogami provided some much needed correctness fixes as well.

Andrew
--
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
"Apple: Celebrating the poisoning of Alan Turing since 1977."
ASCII Dreams: http://roguelikedeveloper.blogspot.com
Unangband: http://unangband.blogspot.com
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Nick

External


Since: Apr 14, 2005
Posts: 92



(Msg. 5) Posted: Mon Jan 07, 2008 7:19 am
Post subject: Re: Tool for developing with tiles? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2008-01-07 07:16:14, andrewdoull <andrewdoull.TakeThisOut@gmail.com> wrote:

> On 2008-01-07 06:51:51, Nick wrote:
>
> > The '~' knowledge screens, rewritten by Pete Mack, which appear in a number of
> > variants (FA, Un and possibly vanilla) enable picking a tile, and they show the
> > correct hex values to use IIRC. It can also be done by hand (as I did for FA
> > just _before_ Pete wrote the picker).
>
> s/Pete/UnAndrew
>
> It wasn't particularly pretty when I first wrote it, but I'd appreciate the
> correct credit.

Oops, my bad. Tile picker definitely written by UnAndrew.

Nick.
--
"You are judging by social rules, and finding crime. I am considering an
elemental struggle, and finding no crime, just grim, primeval danger." - The
Midwich Cuckoos, John Wyndham
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pete m

External


Since: Nov 15, 2007
Posts: 45



(Msg. 6) Posted: Mon Jan 07, 2008 11:37 pm
Post subject: Re: Tool for developing with tiles? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jan 6, 10:44 pm, Antoine <antoine.from.r....TakeThisOut@gmail.com> wrote:
> On Jan 7, 7:16 pm, andrewdoull <andrewdo....TakeThisOut@gmail.com> wrote:
>
>
>
> > On 2008-01-07 06:51:51, Nick <nckmccn....TakeThisOut@yahoo.com.au> wrote:
>
> > > On 2008-01-07 04:59:38, Antoine wrote:
>
> > > > The tiles implementation is exactly the same as in NPP, which is fine
> > > > with me. But I have added some new monsters and objects, and I need to
> > > > match them up with tiles through the prf (preference) files. The prf
> > > > files are long lists of entity/tile mappings, with tile positions in
> > > > the bitmap indicated in hexadecimal. (I can post an example if this is
> > > > not clear).
>
> > > > My question is: is there any special tool that people use to read tile
> > > > positions off the bitmap and convert them into hexadecimal? Or is it
> > > > just a matter of stuffing round with an image editor?
>
> > > The '~' knowledge screens, rewritten by Pete Mack, which appear in a number of
> > > variants (FA, Un and possibly vanilla) enable picking a tile, and they show the
> > > correct hex values to use IIRC. It can also be done by hand (as I did for FA
> > > just _before_ Pete wrote the picker).
>
> > s/Pete/UnAndrew
>
> > It wasn't particularly pretty when I first wrote it, but I'd appreciate the
> > correct credit.
>
> > Pete pretty much rewrote the remainder of the knowledge menus however and tidied
> > things up. Mogami provided some much needed correctness fixes as well.
>
> Thanks to all those involved. I'm not aware of these ~ screens but
> will check out.
>
> A.

Just make sure to use the modern one. I believe NPP still uses the
original code. The tile picker is great, but the grouping and display
code is a hack.

FWIW, I also made some improvements in the preferences code which is
in V and FA, and also replaced the ad hoc menu code with a genuine
menu API. If you don't want to include the menu code (ui.h, ui.c) in
your version, take a look at UnAngband cmd4.c, which doesn't use it.
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