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Old April 23, 2008, 20:08   #1
caduceus
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Tileset formats?

I want to create a false ascii tileset (I am pretty sharp with graphics software) because I use Vista and don't like the wall options but I don't know what maps to what on the tilesets. Is there a document somewhere with a specification of the tileset format?
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Old April 23, 2008, 20:44   #2
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Looks like it has something to do with the cryptic hex codes in the various files included by lib/pref/graf.prf, but I don't know what the hex codes actually stand for... you'd have to look at the source code to see what they are!

BTW, are you the same Caduceus from the Space Empires IV forums? There seem to be a number of people interested in both SE and roguelikes... :P
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Old April 23, 2008, 20:46   #3
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Nope, some other guy. Hm. I'm not very good with source codes and stuff. But I'll see if I can figure it out.
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Old April 23, 2008, 21:31   #4
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Quote:
Originally Posted by caduceus View Post
I want to create a false ascii tileset (I am pretty sharp with graphics software) because I use Vista and don't like the wall options but I don't know what maps to what on the tilesets. Is there a document somewhere with a specification of the tileset format?
If you find out, I'd be interested in knowing what it is, because I don't know either.
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Old April 23, 2008, 21:38   #5
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If you find out, I'd be interested in knowing what it is, because I don't know either.
Ouch. That's pretty scary. Maybe trial and error is my only option at this point.
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Old April 23, 2008, 22:29   #6
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Quote:
Originally Posted by caduceus View Post
I want to create a false ascii tileset (I am pretty sharp with graphics software) because I use Vista and don't like the wall options but I don't know what maps to what on the tilesets. Is there a document somewhere with a specification of the tileset format?
I'm not sure I quite understand the question, so I'll just say some stuff and see if it helps. The hex codes in the pref files refer to the row and column (in that order) of the tileset in which the tile appears - the top left corner is 0x80/0x80, then the next one in the top row is 0x80/0x81 and the leftmost in the second row is 0x81/0x80, etc. I know nothing about graphics formats, but in the original tileset each tile is 8x8 pixels - although pixel is probably the wrong word.

Hope that was more helpful than it felt.
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Old April 23, 2008, 22:50   #7
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Originally Posted by ekolis View Post
Looks like it has something to do with the cryptic hex codes in the various files included by lib/pref/graf.prf, but I don't know what the hex codes actually stand for... you'd have to look at the source code to see what they are!
The Windows port currently uses src/win/readdib.c to process the appropriate BMP file in lib/xtra/graf. The copyright on readdib.c is Microsoft, so this is presumably somewhat standard.*

Kevin

* "Standard" in the Microsoft sense, not any rational sense.
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Old April 23, 2008, 23:20   #8
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Hi,

Each tile set consists of a single bit map or PNG file. Unfortunately, the tile set size is hard coded, so you'll need to source code dive for this part.

As mentioned previously, the hex codes determine row and column of the tile set to use.

Have a play around with the visual tile mode under the knowledge menus (~, then press v when you're looking at an object or monster) to get a feel for the tile assigning process.

[I assume it's been ported to V. Otherwise download Unangband for the same thing].

Andrew
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Old April 23, 2008, 23:44   #9
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Aha. Got it. I did word it badly; I can divine the file format (which is an indexed 256 color BMP file with a bitmapped BMP file for the alpha channel) but didn't know what row and column corresponded to what character. Now I can take a crack at it.
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