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: -=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. )
: 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. )