joebonk wrote:Every town and dungeon I make has it's own tileset. I may have 50 tilesets by the time Abyss is done. The only problem I am wondering so far is coming into a savegame how do we have the correct tile set loaded? The default one will be in use when the game is first started.
There's a patch feature that lets you set a macro
to be automatically executed following a saved game
load. To use it, you need to
1) Set bit 13 of the Z variable to 1; that is, set Z to
the value (8192 + (your old value of Z)).
2) Set the high byte of the T variable to the macro you
want to call. To do this set T to
(256 * (macro number you want to call)) + (old T)
For example, if you aren't using the T variable for
anything else, and you want to call macro #10 on
game restore, set T to:
(10 * 256) + (0) = 2560.
Then, in macro #10, you just need to set the
tileset appropriately based on what region you are
in.
[quote="joebonk"]Every town and dungeon I make has it's own tileset. I may have 50 tilesets by the time Abyss is done. The only problem I am wondering so far is coming into a savegame how do we have the correct tile set loaded? The default one will be in use when the game is first started. [/quote]
There's a patch feature that lets you set a macro
to be automatically executed following a saved game
load. To use it, you need to
1) Set bit 13 of the Z variable to 1; that is, set Z to
the value (8192 + (your old value of Z)).
2) Set the high byte of the T variable to the macro you
want to call. To do this set T to
(256 * (macro number you want to call)) + (old T)
For example, if you aren't using the T variable for
anything else, and you want to call macro #10 on
game restore, set T to:
(10 * 256) + (0) = 2560.
Then, in macro #10, you just need to set the
tileset appropriately based on what region you are
in.