Does anybody remember how to get that blasted overworld map working? I remember in testplay, you could check it out in the Token section of the Menu, however I can't get it to show up. In the Sprite Messenger, I tried these combinations:
[LitBulb][Map]MAP
[Map]MAP
[LitBulb]MAP
Argh... I can't remember it, but I know it's something like that.
Anybody care to remind me?
Thanks in advance.
Evening Shadow:
* I'm not sure I understand the question ?
Is the overmap (#1) not showing up when you warp to it ?
Please explain more clearly and I'll do my best to help you. :)
Well, there used to be a black and white 'map' of the Map 1 (the world map) that the player could view once it was obtained. I can barely remember the details myself, but I know I got it working. It sort of made an image of all the tiles on the map and the player could view it via the menu or something like that. This map would become enabled when the world-builder would use something like
[LitBulb][Map]MAP in a sprite message.
The MAP icon in the sprite messenger is the key to all this, but I can't remember the combination required to enable it for viewing.
Hi Shadow:
* You've indeed asked a complex question.
I'd like to believe I know how to write proper code (and perhaps I don't), but I think it's somewhere in here.
| CODE |
IF (TP = 0 OR (@GVar(B$) = 1 AND A$ = CHR$(154))) AND INSTR(CHR$(138,146,147),A$) = 0 IF OK = 0 Wdw -1,-1,34,17 . TR8 -1,22,"PRESS [ENTER] TO USE ITEM" . TR8 -1,23,"(You can view the map now)" ENDIF A$ = FNQQ$(183,182,@GVar(B$)) + B$ IF TP THEN A$ = "_" + MID$(B$,2),C$ = C$ + B$ + "," TR8 6 + (P \ 7) * 10,8 + (P MOD 7) * 2,A$ OK = 1 P ++ ENDIF
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* It's important to note that my copy of S2 (the only one I have in fact), has a "." for those two output areas. I use a "." to denote a REMARK, that is, this code is NOT included. By there being "."s there, it is likely this was waaay beta and never got written correctly.
I may have mentioned I was working on something like this, but it may not have ever been written. A prior version of Scenario may do it, I'm not sure.
There are actually quite a few areas in S2 coding where I used "." never being satisfied with the code, or for reference notes, etc.
| CODE |
. FOR I = -13 TO 13 . FOR J = -19 TO 19 . IF I = 0 AND J = 0 . IF A . XFER 9,15 * 8,216,8,8,0,(J + 19) * 8 + 4,(I + 13) * 8 + 4,0 . ELSE . XFER 9,1 * 8,216,8,8,0,(J + 19) * 8 + 4,(I + 13) * 8 + 4,0 . ENDIF . ELSE . CelGet 0,@Wrap(H + J,0,62),@Wrap(V + I,0,62),Til,Typ,Img,Con,Hid,Gam,Mod,Swi . N = MapIcon|(Til) . IF Img >= 101 AND Img <= 199 AND Hid = 0 THEN N = 15 . IF Img >= 201 AND Mod = 1 THEN N = 18
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What I have planned for Basic4GL is to do a true zoom OUT so the camera pans 3-D away from the tile-view where the player is to show a real map with the player still a tikkering it's feet in place waiting for a keystroke.
This is pretty easy to do in B4GL:
for ZScale!=1 to .25 step -.01
cameraadj(0,-1,-1,ZScale!)
sync()
next
How big can maps go in Basic4GL ?
I'm not sure, but I think I want to allow up to 127x127 per map, and THIS time, have unlimited # of maps, where they are truly saved and named.
outsideworld03.map
town00-00-23-47.map
dungeon02-03-14-23.map
Where the first # represents world # player is in, 2nd is map #, 3rd is MapX, 4th is MapY, 5th is map component #
thus a map cel:
[0..255,0..255,0..32766,0..32766,0..15]
or a total of 1,125,831,188,414,464 map cels.
Dang how many bytes are on a HD ?
If I make this random access I should have good speed and data ability.
Ah, so it has been removed then. I know for sure it was in a prior version of Scenario because I remember using it.
That's a shame, it was a nice little feature. But it's nothing I planned too much upon.
Thanks for the reply.