It actually wouldn't be too hard to make one, either; you could have it fill the room with solid blocks, then have the program pick a random block and clear it, then have it move up, down, right, or left, based upon a random number generator. Once it hits an edge or defined boundary, you could have it stop. From there, the hacker could then add in tanks, slopes, and other clipdata, as well as fill in the graphical layers.
It actually wouldn't be too hard to make one, either; you could have it fill the room with solid blocks, then have the program pick a random block and clear it, then have it move up, down, right, or left, based upon a random number generator. Once it hits an edge or defined boundary, you could have it stop. From there, the hacker could then add in tanks, slopes, and other clipdata, as well as fill in the graphical layers.
I was think more of it generating complete hacks; rooms maps, etc. It wouldn't be really hard to program, just very time consuming.
It actually wouldn't be too hard to make one, either; you could have it fill the room with solid blocks, then have the program pick a random block and clear it, then have it move up, down, right, or left, based upon a random number generator. Once it hits an edge or defined boundary, you could have it stop. From there, the hacker could then add in tanks, slopes, and other clipdata, as well as fill in the graphical layers.
I was think more of it generating complete hacks; rooms maps, etc. It wouldn't be really hard to program, just very time consuming.
About as time consuming as making the actual hack yourself lol
I had a read of the majority of it, but I have to say that I felt you'd have been better off covering the basics of just hacking rooms, doors, and enemies, rather than going straight into tiling and hex work.
Harking back to the earlier days of SMILE, everybody that was hacking it was simply reshaping rooms with existing tiles, and it took a while for anything new (don't misread this as saying hacks were bad until this time) to filter through.
And please don't be disheartened, as I still like DH, and am using it at the moment.
Does anyone know how to use DH's IPS Patch Applier? I have some patches that I'm adding to my hack. Oh, and by the way, my original MF hack has been temporarily cancelled, I'm now working on a better hack, but using similar ideas.
How can I make gray doors that open when enemies are killed in ZM? I think Brinstar room 18 uses it, but I don't see the state for that room after you get bombs.
um... i have a question regarding the minimap. I'm looking for a tile that shows an item next to a red door on the right with a ceiling and floor, and space to the left. why is there not a piece for that?
I'm taking a guess that it's the X,Y coordinate thing or whatever in the header editor. Just want to know, as I'll have to move the rooms to their "correct" new positions for my final release.
I have a question regarding to lava (yes lava again).
For example in room 26 in bringstar, the clipdata for lava is not lava itself. But whenever you jump in the lava, it 'acts' like lava. Is there a that i can do the same thing?
Does anyone know Kraid's ai very well? All he will do is move back and forth. If I drop down he shoots from his chest, but he won't shoot nails or claw.