well I know how to make the map editor bigger, but when i click a tile that was added by making the editor bigger. it sets the tile that it would be if the map editor wasnt expanded
what other codes do i have to add?
I don't understand what you're asking. Please reiterate.
There are a lot of 7's in your code that need to be changed to whatever the new width of your mapeditor is.
Next time, try to take a little more time to explain your problem thoroughly, and I'll take a little more time to explain the solution thoroughly.
Eh, don't mind me. Been kinda pissy lately.
Anyhow,
If you take a look at Subs BltTile, BltFringe, BltMap (depending on which version of mirage you're using) read through those subs, and you should spot those 7s I was talking about. They deal with the width of the tilesets
Oh ok then, Thanks my whole game tileset kinda depended on this/that.
Alright. Let us know if you can't get it figured out.
I changed all the 7's to 36's in blt tile and blt fringe now it wont let me click any tiles. I'll take another look but I think I messed it up further
Your tile set is 36 tiles wide?
Which version of Mirage are you using?
Ah, okay. I'm not very familiar with MSE2, but for the problem you describe I don't think the solution should differ much from 3.0.3. If you're subs look like this, I'm fairly certain it should work. Maybe someone with more experience with MSE2 can verify?
Code: Public Sub BltAnimations()
Dim rec As DXVBLib.RECT
Dim X As Byte, Y As Byte
For X = 0 To MAX_MAPX
For Y = 0 To MAX_MAPY
With Map.Tile(X, Y)
' Is there an animation tile to plot?
If .Anim > 0 Then
rec.Top = Int(.Anim / 16) * PIC_Y
rec.Bottom = rec.Top + PIC_Y
rec.Left = Int(.Anim Mod 16) * PIC_X
rec.Right = rec.Left + PIC_X
Call DD_MiddleBuffer.BltFast(X * PIC_X, Y * PIC_Y, DD_TileSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
End If
End With
Next Y
Next X
End Sub
Code: Public Sub BltMap()
Dim rec As DXVBLib.RECT
Dim X As Byte, Y As Byte
With rec
.Top = 0
.Bottom = (MAX_MAPY + 1) * PIC_Y
.Left = 0
.Right = (MAX_MAPX + 1) * PIC_X
End With
' clear buffers
DD_LowerBuffer.BltColorFill rec, RGB(0, 0, 0)
DD_UpperBuffer.BltColorFill rec, RGB(0, 0, 0)
For X = 0 To MAX_MAPX
For Y = 0 To MAX_MAPY
With Map.Tile(X, Y)
rec.Top = Int(.Ground / 16) * PIC_Y
rec.Bottom = rec.Top + PIC_Y
rec.Left = Int(.Ground Mod 16) * PIC_X
rec.Right = rec.Left + PIC_X
Call DD_LowerBuffer.BltFast(X * PIC_X, Y * PIC_Y, DD_TileSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
If .Mask > 0 And TempTile(X, Y).DoorOpen = NO Then
rec.Top = Int(.Mask / 16) * PIC_Y
rec.Bottom = rec.Top + PIC_Y
rec.Left = Int(.Mask Mod 16) * PIC_X
rec.Right = rec.Left + PIC_X
Call DD_LowerBuffer.BltFast(X * PIC_X, Y * PIC_Y, DD_TileSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
End If
If .Fringe > 0 Then
rec.Top = Int(.Fringe / 16) * PIC_Y
rec.Bottom = rec.Top + PIC_Y
rec.Left = Int(.Fringe Mod 16) * PIC_X
rec.Right = rec.Left + PIC_X
Call DD_UpperBuffer.BltFast(X * PIC_X, Y * PIC_Y, DD_TileSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
End If
End With
Next Y
Next X
why don't I just download ms3? if its released. ots not like I've added anything important
MS4 would be the best to use. It's programmed very well. Only thing is, it's still kind of in development.
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