
So do you want to update these changes in this mod and update it on the site?
Currently, the only loose floor variant (modifier) that is in use, is 0x00. A totally loose variant might be an interesting addition for SDLPoP/MININIM, that I could add to apoplexy's native tiles screen ("x") if there's agreement it should be added to the legacy list.
Modifiers 0x80 and higher are being used to shake loose tiles that would use the lower bits. I guess that is why Mechner used bits in the foretable for the "stuck loose" tiles that only fall than another loose tile hits them. Maybe adding an additional value to those bits make more sense?Norbert wrote: ↑November 26th, 2020, 1:08 pm Currently, the only loose floor variant (modifier) that is in use, is 0x00. A totally loose variant might be an interesting addition for SDLPoP/MININIM, that I could add to apoplexy's native tiles screen ("x") if there's agreement it should be added to the legacy list.
Nice improvements!
I guess if it's possible to have some modifier for the normal tile, so after you kill the guard, just change the modifer of that tile where the guard is dead and then whenever new guard appears, the dead guard won't be removed from the screen. I don't know if it's possible or too difficult to add this without breaking existing things that work.
Yes, PR is very great and now that we have SDLPoP, I think many new frames can be added into the DAT files and then custom code can read and do interesting things with it!
I would not tie dead guards directly to tiles as tile types/modifiers can change (button states, fallen loose tiles, animated tiles).atrueprincefanfrom18 wrote: ↑December 2nd, 2020, 6:27 am I guess if it's possible to have some modifier for the normal tile, so after you kill the guard, just change the modifer of that tile where the guard is dead and then whenever new guard appears, the dead guard won't be removed from the screen. I don't know if it's possible or too difficult to add this without breaking existing things that work.
I still think it's a good idea. The reason is simple: there can be unlimited dead guards each dead because of different reasons. Yes, the modifier would change per tile type, but maybe the code can handle it properly. By that, I mean it can check the tile type and the available modifier, and if the modifier is the same as the one that we want to show the dead guard, just use the dead image from GUARD.DAT file. Although it would be a lot of work and testing involved.
Very good!!!dmitrys wrote: ↑December 20th, 2020, 9:05 pm I finally implemented an ability to have dynamic guards like in PoP2. But you can only fight 1 guard at time, as it has been expected. You can have 1 or 2 additional guards coming from a side of the room and they have 1 less hit point than the first guard.
Having separate slots for dead guards actually solved a few bugs such as disappearing dead guards when another guard enters the room and fallen spiked guards landing in wrong rooms.