I wanted to start reverse engineering it for fun and then I found this thread. I used to love playing this game on PSX and I recently got it working on an emulator. Hey, I want to help out with this project. ![]() (Alleging) The Item Spawn Data, although I can't confirm that yet. The Enemies (changing them led to disappering though, I wanted to input other enemies,) I sure hope I can do that, since the Map Files contain: Yeah it is exactly that way and yeah more difficult to modify. Maybe make it possible to change multiple entries at once e.g. =P If you can find the initialization code for map loading, you might be able to base the algorithm around that, so you won't have to find each instance of a given enemy's data to change it.įor the Editor UI, it might be nice to have a grid similar to how it's displayed in-game-not necessarily with icons, just in that format. ![]() Of course, that does mean there's potentially redundant code-and that it's harder to modify said code. ![]() Quote from: DeltaStrata on June 06, 2012, 12:40:06 AMĮmbedded how? Is it layered in haphazard chunks, or is each enemy/group of enemies associated with a specific map? The devs may have decided to write the code such that they only need a branch statement to reach the enemy data for that map, rather than put all the enemy data in the same place and navigate there with a subroutine, which would take longer.
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