"Oh, wow--that totally rocks!
"So I checked out the XSLT converter and my goodness: this is an amazing piece of work!
"Greatstone's work looks interesting."
i'm gathering info enough to render complete dungeon viewport (DM snes style) in some ways:
(i) using sck (swoosh construction kit) to extract viewport information.
it includes decoder for "558 item", very excellent!
16 February 2003
Table of content1.Preambule
3.Attribute1: item number
4.Attribute2: item type
5.Attribute3: item attribute
6.Attribute4: description of item (generic)
7.Attribute5: description of item (detailed)
If you want to use the .map files from my script in your own programs, fell free to do this and read the following for your information.
Then there is a line for each item in the data file containing 6 attributes separated by ",".
For sounds, this attribute is already used, with SPRx values, indicating the sample rate to use for the sounds. The different sample rate values are coded in the script itself, look for them in the BuildWAVHeader function (they should be moved to an external .ini file for easier changes). I prefer not to incldue the sample rate values directly in the .map file because we are not sure of the exact values of sample rates (they are pure guess most of the time, based on my hearing). It is easier to change them in the script or .ini file than changing it on all items in .map files.
For other items, the NULL value is used. Maybe in the future we will have to put something here.
Example:In the DM PC English graphics.dat file, item 0639 is described like this in the .map file:
0639,IMG3,PAL1,Creature 17 (Front),Giant Wasp,The first description will always be true: item 0639 will contain the front view of the 17th creature.
The second description is the name of the creature in the original data file, but it could change in custom graphics file with new creatures (in that case, either we ignore that second part of description, or we build an updated .map files with new descriptions).