GIRakaCHEEZER said:
Wistil, how did you create space for the map data without messing up calls/jumps?
IT all comes down to shifting the resource offsets all by a fixed amount based on the size of the new map section being added. This was a HUGE pain to get to work correctly BTW. As a bonus, you can use all the space from the old map data location to place any assembly code you want since its not being referenced anymore. If you're curious as to how exactly it does it, look at the code in the General.cpp for the ResourceShifter function.
X-Calibar said:
!?
What's my name doing there
I can't fin the thread, but long long ago you wrote about you theories about the history of the Cave Story world. It inspired my to make a mod but I couldn't get SW to so what I wanted so I designed an editor instead.
X-Calibar said:
shoot I made it crash/time out lol I set the map size to 9999 x 9999 ... What's the real limit?
I don't know this one. Being that there comes an issue when you make too big with Cave Story itself I didn't think to check the number.
2048x2048 is probably the largest the editor will allow you to edit. Ok, I just tried creating a 999x999 map and about 4GB of memory and 1/5 hour later... it created it. I'll look at optimizing this shortly. Currently the maps are all pre-rendered into bitmaps, one for each of (background, foreground,
X-Calibar said:
I'm also wondering about the tileset. Can I change the size and still set numbers to the tileset? So I can have a huge amount of stuff to pick from on a single map? Hmm... I guess I need to scour the modding section sometime...
... Looks like I can change the tilesize to almost anything?! Is there a limit?? I mean I could do a whole map using unique tiles if I wanted to at this rate...
Also, interesting the limited amount of colors allowed... 4x4 color map? Has any mod increased this? Actually it'll probably keep things simple...
Same with background? I can adjust the size as large as I want? so I could have a completely unique image cover the whole map????
The only limit that I know of on either the tileset or protraits is that it must be 256 pixels wide.
X-Calibar said:
Hmm... having major trouble making HUGE maps. If it gets too big like 300x300 or 32x1702; I can't see the map I'm editing anymore!
Also sorta unrelated, when dealing with large maps, is there a way to adjust the in-game default water height? I am sure it has come up before... Hmm...
Had a 21x700 map which shows up correctly in editor; but in the game I end up hitting water at a certain height. Guess I need to search some...
hmmm... I just tried to create a 430x360 map and it displayed ok. If the map area isn't drawing but it still lets you zoom in/out then its probably a windows resource issue which probably means there's a memory leak somewhere...