I got the fake/invisible tiles somewhat working. I haven't made a pull request yet though, it's buried in my mod branch (sorry, I was lazy, I'll try to fix it later). This is the commit:Norbert wrote:- tile type 0 with modifier 4 display a floor graphic? (which would make it a fake floor)
- tile type 0 with modifier 5 display a wall graphic? (which would make it a fake wall)
- tile type 1 with modifier 6 not display its graphic? (which would make it an invisible floor)
- tile type 1 with modifier 5 display a wall graphic? (which would make it a fake wall; really a floor)
- tile type 20 (0x14) with modifier 6 not display its graphic? (which would make it an invisible wall)
- tile type 20 (0x14) with modifier 4 display a floor graphic? (which would make it a fake floor; really a wall)
This is more or less what yaqxsw asked about here.
https://github.com/Falcury/SDLPoP/commi ... 7adb67e5f6
I added a way to emulate the "noblue"/"blue" option in the palace environment.
For some reason I thought that it would be a good idea to use a specific bit for this, so at the moment the upshot is that you add 8 to the modifier to get the alternate "noblue"/"blue" option.
The walls were rather tricky to do...
The game automatically recalculates the modifiers when the game is launched. The "blue"/"noblue" info is left-shifted into the most significant bit (so the modifier becomes either 0 or 128, all other info is thrown out), and then the game adds the wall connection data back in (either 0, 1 or 2, based on which neighbouring tiles are also walls).
So, to get wall modifiers 4 and 6 to work, I had to change load_alter_mod() in seg008.c so the modifier information would not be lost.
Another problem is that when you add fake walls in the dungeon environment, the game doesn't automatically get their wall connections right (it only checks for true walls). This could probably be fixed, but for now I hard-coded the wall connections for fake dungeon walls, using yet more special tile modifiers.
In short, to get a fake dungeon wall to display the way it should, for now you can use the following modifiers:
50 (palace) = fake wall (noblue)
5 or 50 (dungeon) = fake wall with no connections
51 (dungeon) = fake wall connected to wall on the right
52 (dungeon) = fake wall connected to wall on the left
53 (dungeon) = fake wall connected to walls on both sides
You can of course ignore this but it will look bad
![Razz :P](./images/smilies/icon_razz.gif)