Sunday, September 11, 2011

Mapmaking

The cartographer for FF5 is (mostly) up and running. I've mapped out the starting area of the overworld and the Tycoon meteor site. Mobile/stationary NPC detection still isn't quite right, and I still haven't written the code to track GP treasure chests yet, but I'll get to those when they become issues, which will probably be in the village of Tule for both.

I've come up with a way to track barrier information in the atlas that I think I'll be satisfied with. It's still not quite as clean looking as having only one character per square, but unexplored squares and explored no-barrier squares will just have spaces for their barrier byte, which makes the map quite readable.

Here's a cutout of the map the cartographer made of the Tycoon meteor site.

                                                                              #0#0           
          #0#0#0#0#0#0#0#0#0                                                #0_ _ #0       
        #0_7_7_7_7_7_7_7_7_7#0                                              #0_ _ #0       
  #0    #0_D. . . . . . . . _7#0                                            #0_ _ _ #0     
#0_E#0#0#0_D. _A#0#0_9. . . . _7#0                                        ? _ _ _ _ #0   
#0_ _7_7_7. _A#0    #0_9. . . . #0                #0  ?               ?   #0_ _ _ #0 
  #0#0_9. . #0        #0. . . _A#0              #0_ #0, ? ? ? ? ? ? ? , #0_ _ _ #0
      #0. . _7#0#0    #0. . _A#0                #0_ _ . #0, , , , , #0. _ _ _ #0
      #0_9. . _7_7#0  #0. _A#0                  #0_ _ _ _ . . . . . _ _ _ _ _ #0
        #0#0_9. . _7#0#0. #0#0#0#0#0      #0    #0_ _ _ _ _ _ _ _ _ _ _ _ _ _ #0
            #0. . . #0#0. _7_7_7_7_7#0  #0_7#0#0#0_ _ _ _ _ _ _ _ _ _ _ _ _ _ #0
            #0. . . #0#0_9. . . . _E#0#0#0_D_7_7#0_ _ _ _ _ _ _ _ _ _ _ _ _ _ #0
            #0_9. _A#0  #0#0_9. . _ _7_7_7. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ #0
          #0#0#0. #0        #0_9. . . . . . _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ #0
        #0_7_7_7. #0          #0_9. . . . . _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ #0#0#0#0
          #0. . . #0            #0#0#0#0#0#0#0#0_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _7#0
  ? #0#0#0. . . . _7#0                          #0_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _7#0
? >7_7_7_7. . . . #0                            #0_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ #0#0_9. _7#0
? + . . . . . . . . #0                          #0_ _ _ _ _ _ _ _ _ _ _ _ _ _ #0    #0_9. #0
  ? #0_9. . . . . . #0                          #0_ _ _ _ _ _ _ _ _ _ _ _ _ _ #0      #0. #0
      #0. . . . . . #0                          #0_ _ _ _ _ _ _ _ _ _ _ _ _ _ #0      #0. #0
        #0#0#0#0#0#0                              #0_ _ _ _ _ _ _ _ _ _ _ _ #0        #0. #0
                                                    #0_ _ _ _ _ _ _ _ _ _ #0          #0. #0         
                                                      #0#0#0_ _ _ _ #0#0#0            #0. #0         
                                                            #0#0#0#0                    T0         


Again, not gorgeous, but far better than I thought it would have to be. We'll see how far our current interpretation of map data gets us.

Had to refactor the cutscene state to get us past the part where we name the main character; mashing A or B isn't enough. Since this is the only place in the game where we choose a name that I'm aware of, I wasn't able to come up with a good memory key to tell when we're on the name choosing screen. So the "ChooseName" looks for the X coordinate of the finger cursor and chooses what buttons to press from that. Very specific to this game, but it works.

Should be able to get some mapping and the beginnings of a command queue done at this point. With any luck, before the end of the weekend the borg will make it to the point where we have to manage job assignment and abilities.

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