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December 2nd 2002, 01:39 AM
fish.gif
: -=HARD.DAT=-

: Description: Hard.dat is a simple file that basically stores the hardness of the tiles and nothing more, here is the format.

: Format: Basically it just lists all the hard tiles (which there are 800 slots) with 58 bytes of useless data between them.

: <TILE><JUNK><TILE>¡Kect

: Each tile is 2550 bytes big, but with 50x50 pixels of hardness how do we get that size, Simple.

: SAMPLE TILE

: X = hardness

: 1¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K¡K..50

: 1: xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

: 2: xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

: 3: xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

: .

: .

: .

: 51: xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

: As you can see the last row consists of nothing but junk data (dang seth) since there are 50x51(width x height) and it¡¦s supposed to be 50x50. The 50x51 equals 2550 exactly, but you will have to kill that last row of junk data.

: Now each ¡¥X¡¦ has a value, and this value determines the type of hardness, here is a quick chat for you.

: 0 = no hardness

: 1 = Normal hardness (fireballs can't ¡¥fly¡¦ over it)

: 2 = Low Hardness (like water that fireballs CAN ¡¥fly¡¦ over)

: 3 = Unknown hardness

If what you said were the whole truth of hard.dat, how do you assign a hardness number (0 to 799; or 1 to 800 in WDE) to a certain tile square? (I believed redink1 has the answer. )