Overview
- Map rendering working
- Remaining Dialog texts ported
Details
Your image looks corrupted and you definitely ruled out pointer errors? Well, it’s a pointer error anyway.
Or endianess. Or both together…
It took a while to realize that subtile indices are stored as uint16BE but now I AM BACK IN BUSINESS!
Next
This weekend I want to add viewport clipping and map masking so you don’t see the whole map ingame like in the above image. There’s also some tile specific code left to implement (like the water in the sewers) but that’s for another time. Finally we can get going on implementing the actual gameplay \o/
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