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-   -   Tileset formats? (http://angband.oook.cz/forum/showthread.php?t=738)

caduceus April 23, 2008 20:08

Tileset formats?
 
I want to create a false ascii tileset (I am pretty sharp with graphics software) because I use Vista and don't like the wall options but I don't know what maps to what on the tilesets. Is there a document somewhere with a specification of the tileset format?

ekolis April 23, 2008 20:44

Looks like it has something to do with the cryptic hex codes in the various files included by lib/pref/graf.prf, but I don't know what the hex codes actually stand for... you'd have to look at the source code to see what they are!

BTW, are you the same Caduceus from the Space Empires IV forums? There seem to be a number of people interested in both SE and roguelikes... :P

caduceus April 23, 2008 20:46

Nope, some other guy. Hm. I'm not very good with source codes and stuff. But I'll see if I can figure it out.

takkaria April 23, 2008 21:31

Quote:

Originally Posted by caduceus (Post 7517)
I want to create a false ascii tileset (I am pretty sharp with graphics software) because I use Vista and don't like the wall options but I don't know what maps to what on the tilesets. Is there a document somewhere with a specification of the tileset format?

If you find out, I'd be interested in knowing what it is, because I don't know either. :)

caduceus April 23, 2008 21:38

Quote:

Originally Posted by takkaria (Post 7520)
If you find out, I'd be interested in knowing what it is, because I don't know either. :)

Ouch. That's pretty scary. Maybe trial and error is my only option at this point. ;)

Nick April 23, 2008 22:29

Quote:

Originally Posted by caduceus (Post 7517)
I want to create a false ascii tileset (I am pretty sharp with graphics software) because I use Vista and don't like the wall options but I don't know what maps to what on the tilesets. Is there a document somewhere with a specification of the tileset format?

I'm not sure I quite understand the question, so I'll just say some stuff and see if it helps. The hex codes in the pref files refer to the row and column (in that order) of the tileset in which the tile appears - the top left corner is 0x80/0x80, then the next one in the top row is 0x80/0x81 and the leftmost in the second row is 0x81/0x80, etc. I know nothing about graphics formats, but in the original tileset each tile is 8x8 pixels - although pixel is probably the wrong word.

Hope that was more helpful than it felt.

roustk April 23, 2008 22:50

Quote:

Originally Posted by ekolis (Post 7518)
Looks like it has something to do with the cryptic hex codes in the various files included by lib/pref/graf.prf, but I don't know what the hex codes actually stand for... you'd have to look at the source code to see what they are!

The Windows port currently uses src/win/readdib.c to process the appropriate BMP file in lib/xtra/graf. The copyright on readdib.c is Microsoft, so this is presumably somewhat standard.*

Kevin

* "Standard" in the Microsoft sense, not any rational sense.

andrewdoull April 23, 2008 23:20

Hi,

Each tile set consists of a single bit map or PNG file. Unfortunately, the tile set size is hard coded, so you'll need to source code dive for this part.

As mentioned previously, the hex codes determine row and column of the tile set to use.

Have a play around with the visual tile mode under the knowledge menus (~, then press v when you're looking at an object or monster) to get a feel for the tile assigning process.

[I assume it's been ported to V. Otherwise download Unangband for the same thing].

Andrew

caduceus April 23, 2008 23:44

Aha. Got it. I did word it badly; I can divine the file format (which is an indexed 256 color BMP file with a bitmapped BMP file for the alpha channel) but didn't know what row and column corresponded to what character. Now I can take a crack at it.


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