0 Members and 6 Guests are viewing this topic.
Also, is there any chance of shrinking the size of the items in the crafting menu so we can stick more in there?
In first tilemap (eg. 2048 bytes) modifiable with map genPointer : getCalc("appvSAVE",Y1)After that comes naturally tiles (eg. 256 bytes)Pointer : Y1+2048=>T(Like tile)Then comes mob's sprites (eg. 256 bytes)Pointer : T+256=>M(Like Mobs)Now come my part, with sprites of items, exactly 848 bytes longerPointer T+256=>S(Like sprites)Then items data 106 bytes (the real save start here) , each {I*2+D} are quantity of current item IPointer S+848=>D(Like Data)Now start the mistake we have others Data : last positions in map, & what you want (lets say X bytes) , and chests contents {32*2+D}*53 bytes !Pointer D+106=>C(Like chests)AND finally the strings (easily modified to change langage regardless of the bytes) :Pointer {32*2+D}*53+X+C=>E(Like End !)
Hey guys,After reading through his source, I thought that the way kindermoumoute accessed the data was roundabout and not that fast or efficient, so I tried making my own. Tell me if we should keep it or not ^^It does, however, use the same item identification system as kinder's menu does.(Also, I haven't put in the sprites for the weapons yet )