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2.7 converter


9sam1
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Not sure if there is one, but.

I've started working today on scripting a map converter. Its a fairly complicated script, but many people need it…. Hell I will need it soon

Maybe I'll charge something for it, lol

Like 1 custom sprite for this script

Probably not
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Ok, so now using my converter, you can basically copy everything visible on a map.

It won't copy any atributes, yet.

It won't connect maps together, yet.

Only problem is… its really slow. Like 2 min/map

Although, I'm using an old computer right now, 1.2 ghz single core and 1.5 gb ram
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@AdrianC:

> Ok, so now using my converter, you can basically copy everything visible on a map.
>
> It won't copy any atributes, yet.
>
> It won't connect maps together, yet.
>
> Only problem is… its really slow. Like 2 min/map
>
> Although, I'm using an old computer right now, 1.2 ghz single core and 1.5 gb ram

wow… 2 minutes a map. that's... slow
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So I timed it… and its not very good.

It took 19 seconds to store all the data needed from the original map (for 1 map)

It took 5 minutes to recreate that map, however

This script works in 9 stages. Ground, Mask1, Animation1, Mask2... and so on

You could take out the animation ones, so it would take about 2-3 min per map.

Ok, you know what, I'll time it again on a better computer. Brb

EDIT EDIT EDIT

Alright, so I just tested it on a 2.4 GHz quad core with 3 gb ram

1 min 40 seconds to recreate the map.

Again, if you take out the animations, it would only take about half that, so, its about 50 seconds per map.

If anybody wants to beta test it, just leave a message.
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@dg1423:

> lol, I already have one ready. I just need new Types for 2.8

(btw 2.8 = 3.0) I posted them. Ill fix it right now with the needed modifications.
```
Type NewMapFogRec
    color(1 To 4) As Long          'Fog shading
    Speed As Single                'Fog movement speed
    Visible As Byte                'Fog visibility
End Type
Type NewMapBackdropRec
    Picture As String * 20          'backdrop file
    color(1 To 4) As Long          'backdrop shading
    Visible As Byte                'backdrop visibility
End Type
Type NewMapTileRec
    color(1 To 4) As Long          'tile shading
    Sheetnum As Byte                'tile sheetnumber
    XSource As Byte                'tile x location on the sheet
    YSource As Byte                'tile y location on the sheet
    Attribute As Byte              'tile attribute
    Data(1 To 3) As String * 20    'tile data, 20 character strings
    Visible As Byte                'visibility, flips for animations
End Type
Type NewMapLayerRec
    Tile() As NewMapTileRec        'Tiles in the layer
    Backdrop As NewMapBackdropRec  'Backdrop for the layer (ground only, or shading)
    Visible As Byte                'Visibility
End Type
Type NewMapRec
    Header(1 To 16) As Byte        '128-bit, used for ByteScripts
    Layers() As NewMapLayerRec      'Layers in the Map
    Fog As NewMapFogRec            'Fog status in the map
    Name As String * 20            'Map's name
    Morality As Byte                'Determines rules for map
    Up As Long                      'Map above this map
    Down As Long                    'Map below this map
    Left As Long                    'Map left this map
    Right As Long                  'Map right this map
    NPC(1 To 14) As Long            'NPCs on this map
    music As String                'Music on this map
    BootMap As Long                'Map loaded if the player dies
    BootX As Byte                  'X position of the player when he/she dies
    BootY As Byte                  'Y position of the player when he/she dies
    Indoors As Byte                'Is the map indoors?
    Weather As Integer              'Weather on the map
End Type

```
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I've posted my map copying script here:

http://www.touchofdeathforums.com/smf/index.php/topic,32620.0.html

Slow, but if you have no other option, its good enough.

It does not connect maps together. It does not place tile attributes.
I might add those later on, but not right now.
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The problem with attributes, is the changes per version.
Attribute 5 might be something else in a later version then the old one, which would cause problems.

Would need a lengthy checking procedure to identify types, ect, probably slow ot down further
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@DrNova:

> The problem with attributes, is the changes per version.
> Attribute 5 might be something else in a later version then the old one, which would cause problems.
>
> Would need a lengthy checking procedure to identify types, ect, probably slow ot down further

its also not compatible with 3.0\. Layers 2-8 (max 256) do not specifically exist in 3.0 and do not have the same properties.
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