Shauing wrote: ↑September 27th, 2021, 9:09 pmBut how do I use them for my levels?
It depends on how quickly you need to use them; how patient you are willing to be.
Most likely, in the long term, things will look better and work easier.
Below, I'll explain how to use teleports in the short term, and how to use them in the long term.
While reading the explanation, keep the following in mind.
On apoplexy's tiles screen, the balcony left+right are the two tiles to the right of the sword.
By default, these tiles don't (really) work in the dungeon environment.
Short term:
You'll need an SDLPoP binary (executable file) that provides the teleports. Currently, this functionality is only available in David's
teleports branch. You could ask someone to create a binary package for you using that branch. Once you have this suitable SDLPoP, move it into apoplexy's SDLPoP/ directory.
Next, use apoplexy to add teleports. First, place a balcony left. Click the balcony left. This will take you to the tiles screen. On the tiles screen, click the gear icon in the lower right. This will take you to the
custom tiles screen. On the custom tiles screen, set the "Modifier" code to 1 or higher, and then press "USE". You have now changed the balcony left to a teleport. Add another teleport with the same "Modifier" code. Save, playtest, etc.
Long term:
Teleports may get added to the official (master; main) SDLPoP branch. This would mean future SDLPoP releases will have the teleports build in. You would no longer need to get a binary package by compiling the teleports branch code.
If SDLPoP officially includes teleports, then I will add them to apoplexy's native tiles screen. This is the screen where you can pick SDLPoP/MININIM tiles, which is accessible by Ctrl+clicking a tile (or by pressing "x").
For the above long-term inclusion to happen, we'll likely need three things:
1. Graphics for the teleports. We could combine the DOS level exit stairs with the SNES teleports found in the green (palace) environment, to create balcony left+right tiles suitable to function as teleports.
2. We would need to decide how many bits (of 8 total) of the balcony left will be reserved as
legacy combos for the teleports. The most logical amount might be 3 bits, because excluding the default balcony left that gives us 7 teleport sets per level, and leaves 5 bits for possible future use. The 7 teleports match SNES' 7 different teleport marker icons above the teleport openings. Other choices are using 4 bits (for 15 teleport sets), 5 bits (for 31 teleport sets), or 6 bits (for 63 teleport sets), etc. The consideration here is: we want enough teleport sets, but it's handy to keep enough bits free for possible future use.
3. David has to sign off on (approve) inclusion of the teleports in future (official branch) SDLPoP releases.