Show whole topic Oct 05, 2008 11:04 pm
shaktazuki Offline
Mitglied
Registered since: Apr 30, 2008
Location: -


Subject: Re: resource stripper help
Quote:
Why should it?
Well, the purpose of this editor is for me to be able to compare the actual resource distribution of the game to my reconstruction of the resource distribution. I wanted to be able to see the entire resource map at once rather than having to pan the viewport. My screen is 1280x800, so I am able to spend about 7x7 pixels per square of map per bitmap and keep it all on one screen, or maybe 3x3 pixels per square per bitmap to have them both on the screen at once. That reqires a special font or symbol system to represent, then writing them to the bitmap correctly (from low y to high y) and it just seems like a long process. Ideally, I suppose I could use the game's resource icons...

Quote:
You wrote a BMP writer without knowing about how it works?
Nicely done, considering that it seem to work well.
Thanks. I had conceptually switched Y with X, assuming that it was outputting Y lines along the X axis; as it appears, BMP readers read them as scalines in the X direction along the Y axis, which you showed me. I had made that data arrangement assumption in my editor, which was my mistake.

About the savegame - thank you for that information! - have you determined where the victory conditions are stored? In one scenario, for example, the victory condition is to hijack 2 enemy trucks in 40 turns, and so forth.