Quote:
Originally Posted by Feline
...and Iceman comes out with his JJ1 tileset compiler, then the sky is the limit. The JJ1 engine is very versatile.
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In light of this completely awesome project, I'm so going to do that tomorrow. *crosses fingers*
EDIT (after a while of codeing): For the people interested in makeing JJ1 tilesets, I'm too lazy to (completely) describe the format, learn by example: All JJ1 tilesets "decompiled" http://www.princeton.edu/~mspear/jj/
The compiler will be up tomorrow (er... later today) after I go to a computer lab so I can build it for x86 computers (I'm an apple guy these days..).. it already works well enough to recompile those sources to be identical to the original BLOCKS.### files (I tried every single one)..
And yes, you'll need 3 input files (although the 2 background ones can (and may as well be) the same)..
A few things: Main bitmap: 256 colors, 320pixels wide... MULTIPLE OF 60 tiles, I forget the palette limitations and what # is transparent..
remember the masking stuff is done in the level file.. Does JCS94 still allow injecting of masks? I could probably make a mask compiler as well so that you don't have to mask by hand..
background pictures are 32 pixels wide, but think that even matters.. I think I rip it right from the palette. (Some of the code I'm useing has been sitting around since before project *that*... plus it's uncommented and whatnot)
..sorry I'm incoherently rambling, but I'm very tired, after a day of not feeling well...
Last edited by Ice M A N; Dec 2, 2005 at 09:31 PM.
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