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Ok so what I was talking about, I call them hooks. They are called before updating the screen and must handle map rendering. And actually it's the magic solution to all the problems an RPG can encounter :-Teleportation/hub menu trigger. Just a matter of loading a new map and/or setting cordinates, or calling a routine.-Objects on the ground. Alter the rendering and add key/position checks.-Events. Duh.-Cutscene trigger, yes these will be code.-Tons of awesome sh*t like fancy grapical effects. Also to make data creation easier, 0 in the vector table will make the engine call the default map renderer.By the way the vector tables and routines that go with them are the only things that will go in the executable. Unless I make them into an external program disguised as an appvar and have the main engine as an app. This will be last resort if both can't fit in the app.I'm finnishing off the map engine before I work on these.