Just a quickie to say that the object stuff is coming along nicely. I also get some of Rob's misgivings about the approach now that I see how the object palette was working - i.e. simply drawing images from the animstrip. I've changed this to draw the correct image as defined for the object id in question, so there's no longer a 1 to 1 relationship. In addition, I've amended the code that decides whether to show an object image in the engine. In the object definition, you now use a negative image tile (same numbers) to indicate a tile shown in the editor but not in the game.
Whilst there, I've also merged the drawmap_indeditor and drawmap functions back together - it seemed superfluous, and dangerous that they were separate.
What's left? a map conversion routine to convert test.map object layer to the new default object IDs and level specific object IDs. Then prove I haven't broken anything(!). That's tonight's plan, and if successful, I hope to post the results here. And then it's onto actually placing and editing of new level specific objects.
Whilst there, I've also merged the drawmap_indeditor and drawmap functions back together - it seemed superfluous, and dangerous that they were separate.
What's left? a map conversion routine to convert test.map object layer to the new default object IDs and level specific object IDs. Then prove I haven't broken anything(!). That's tonight's plan, and if successful, I hope to post the results here. And then it's onto actually placing and editing of new level specific objects.