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Maybe the converter could include some sort of table that would assign a tile among the 16 ones you support to every 256 original tiles ?
Can you animate the vehicle's floating animation as well as the afterburners?
Ok but why adding much more tiles would make it harder to code ? You could just check the tile on which is the player and compare it to a list of "walkable tiles" (or "non-walkable" if they are fewer), and then check if it's a special tile (acceleration, brake, finish line...).
Rather the contrary I think assign several of the 256 tiles to one if the 16 tiles. And I don't do that because I've never found any real aligned map nor the real tileset.
It's mainly because I'm lazy to draw them and that it would be very complicated to make a map on my editor with many many tiles.
Quote from: Matrefeytontias on January 18, 2014, 06:08:48 amRather the contrary I think assign several of the 256 tiles to one if the 16 tiles. And I don't do that because I've never found any real aligned map nor the real tileset.I can do that but there will be some things useless after the conversion, for example originally the borders of the tracks are made of 4 tiles... And by the way, the original tileset is already included with the converter and the maps are available here : http://www.snesmaps.com/maps/F-Zero/F-ZeroMapSelect.html .
Quote from: Hayleia on January 18, 2014, 05:52:20 amMaybe the converter could include some sort of table that would assign a tile among the 16 ones you support to every 256 original tiles ?Rather the contrary I think assign several of the 256 tiles to one if the 16 tiles.
And I don't do that because I've never found any real aligned map nor the real tileset.