OK Hello !
This is looking a little better now.
One of the biggest difficulties I had in writing S2 was that there were no ZOrder planes to build on.
Here is the proposed set I am working on:
| CODE |
' NORMAL MAPPING ZOrder ' 0=Cursor ' 1=Text, Font, and Icons (dialog windows) ' 2=Frames (dialog windows) ' 3=Text, Font, and Icons (normal windows) ' 4=Frames (normal windows) ' 5=Torchlit View ' 6=Weather & FX ' 7=Tiles appearing above Sprites (cross-columns, etc) ' 8=Magic FX, Sparkles, etc ' 9=Sprites '10=Tiles Inserted Above (tables, chairs, etc) '11=Tiles Level (walls, floor, etc) '12=Scrolling BG (water, desert, fire for torches, etc)
' COMBAT ZOrder ' 0=Cursor ' 1=Text, Font and Icons (dialog windows) ' 2=Frames (dialog windows) ' 3=Text, Font, and Icons (normal windows) ' 4=Frames (normal windows) ' 5=Weather & FX ' 6=Magic FX, Sparkles, etc ' 7=Sprites ' 8=Critters ' 9=Combat Backdrop
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Before in S2, I had to redraw the screen when I did a Dialog Window, now I don't have to, and yes, there are 4 levels of tiles (ultimately).
Above Sprites
Tiles Beneath Sprites (but above lower layer)
Lower layer Tiles
Scrolling BG Tiles
Why reserve a ZOrder for scrolling BG Tiles ?
since B4GL has no ability to change the actual pixel contents once they are loaded, this is the same technique I used for GBA S3 (the 4th lowest ZOrder) to give the illusion of scrolling water, and, if in a city, scrolling fire (just plot color r00g00b00 on your tile to have it shine through).
Quite a bit !
Since B4GL can use JPEGs, I am definitely going to have storyboards, and quite possibly mandatory storyboards when you are conversing with a merchant.
| CODE |
http://www.mediafire.com/?izyuqn3nlsn
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That's all for now ! (and yes, my sourcecode and all work have just been backed up so I won't lose it !)