|July 01, 2016, 11:31:04 AM|
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|Author||Topic: Minecraft! (Read 33099 times)|
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June 29, 2016, 02:38:05 AMFox: (1-6 I mean... Since I'm ignoring 0 (no type)...)
June 29, 2016, 02:36:02 AMFox: Thanks... In short, there are basically 8 types... 0-6, 0x15 (21) (snow), and 0x1F (31)... I am not sure what the 0x1F is about... but it certainly looks like these are divided in categories....
June 29, 2016, 01:31:27 AMCaledor: Great job!
June 28, 2016, 08:43:19 PMFox: (I may have goofed somewhat.... But the overlay was suppose to be a simple implementation... It is under the top layer, though... so basically applied to the bottom layer.)
June 28, 2016, 08:35:43 PMFox: http://i.imgur.com/CAamHQI.png = Here is GS1's World Map. Purposely including an overlay that shows data from the fourth byte.... (Basically each line's color is determined from each bit in the byte.) - Used to help know how battles and stuff are different between areas. (I also included the beach bit as well.)
June 26, 2016, 11:23:02 PMFox: Interesting... The values in GS1... instead of being 6-bit... it is 7-bit... and there's only one value that uses a tileset other than the main one... It is 0x15 (snow)....
June 26, 2016, 10:53:05 PMFox: Top layer displays now as well... an d now the other tilesets should be in use... some things like kinda strange though... and I'm wondering if it's because animated tilesets weren't applied....? Maybe I skip that for now... It does take a couple seconds to load, but not too long... and it is also possible to get an Out of Memory error. (i.e. Switch maps back and forth.) ... But I assume that won't be a problem after it is virtualized... I would like to include GS1's world map display as well.
June 26, 2016, 09:05:08 PMFox: Good news: Some quick coding... and I now have the entire bottom layer of the world map displaying in my editor. (Currently only using the main tileset, though... )
June 25, 2016, 10:02:18 PMFox: (The C# editor, I mean.)
June 25, 2016, 10:01:57 PMFox: You might have influenced me to actually make a World Map viewer for the editor... We shall see if that is the case soon... 0x10000000 bytes could be needed for the map part if not done virtually... plus the bytes for the other data... etc. But the goal afterwards (assuming this works)... is to do it virtually since it'd likely load quicker that way.
June 25, 2016, 09:33:14 PMCaledor: Progress with the mod in the few past weeks can be summed up like this: for every step forward I take, i find something that makes me think "oh, i should change that one too".
June 24, 2016, 06:16:17 PMFox: Interesting... 07=Eastern Seas; 08=Western Seas; 09=Eastern seas near Sea of Time. (This is what does the fog effect.)
June 21, 2016, 12:34:44 PMFox: And yay!Changed a couple minor things... added this small snippet of code... and was able to replicate the compression of the one I was testing on.... :) So now I just need to get this to make the 8 files (And maybe some minor optimizations?) before posting...
June 20, 2016, 04:29:36 PMFox: Think I might have known about hastebin for awhile now? Probably didn't pay too much to the specifics, but it seems like it works exactly like this chat box? (Once saved, becomes read-only.) Current progress looks like this, it is incomplete... But just pointing out that I actually did take an effort.
June 20, 2016, 02:11:16 PMFox: From Thursday to Sunday, we were out of central power due to a storm knocking out the power of 250k+ customers... so we had to use a generator during that time. (Which was not in use when my parents were sleeping.) So at least that it out of the way... But... I'm probably going to be on and off on procrastinating...(?) We'll see.
June 20, 2016, 09:00:07 AMFox: If this is the way it works, then I imagine I may only need two for events for the Dictionary Lookup stuff... (One for Const+DL, other for DL+DL, and then forward thr chosen one to the first position (for use in the DL+DL next round.)
June 20, 2016, 08:44:35 AMFox: I have feeling that Constant+Distance Length, and Distance Length+ Distance Length lengths are compared to determine which is used? (Constant or Distance Length.) This may get interesting! (Almost reminds me of huffman, a little bit.)
June 20, 2016, 08:09:55 AMCaledor: @Fox: I'm sorry i know nothing of all this stuff, i really wish i could help you
June 17, 2016, 08:47:05 PMFox: Well, the base of the compression method is done. - But I noticed something weird... The way that GS did it... it seems that if there is already a Distance-Length match... If there's a better one starting with the following byte, then it puts in constant first, and that match... - So I will have to see if I can work that in to my format somehow.
June 15, 2016, 10:01:58 AMFox: I think 0x80 flag means it is on the beach/shore, since the same tiles can also be regular field tiles? So @0802F004 = Entries : Normal, Beach, Normal Snowy, Desert, Storm Snowy