yeah, there's no reference for what the entity flags could be, but i'm pretty sure that they are the first short of data for each entity. I'll also write up everything I understand about the header so far.
Kero Blaster / Pink Hour hacking and editing.
#22
Posted 19 May 2014 - 05:35 PM
ok! I've got entity viewing (and rudimentary editing but NOT saving so there's no point)
get it get it get it >>>> https://dl.dropboxus...ckToolsv1_2.air <<<<
> pan the level around with WASD keys!
> reset the view with R
> TAB to switch layers, E layer to edit entities
> Press E to toggle entity layer on or off
info on entity data:
The first byte after the tile data is the number of entities (thanks instasquid!),
then a blank byte (as far as I'm aware, its always blank)
then you start blocks of entities, which look like this:
1 byte : entity flags. need to discover more information about this thing
1 byte : entity type. in the assist/unittype.txt file, you can see a reference of all the types
2 bytes : x position
2 bytes : y position
3 bytes : unknown data. a lot of the time this is 0.
1+ bytes : a string, seems to be a script that is attached to the entity somehow.
I'll get to implementing super basic entity placement soon!
#23
Posted 22 May 2014 - 10:50 PM
i bought this game a few days ago. it's pretty damn nice.
#24
Posted 19 January 2015 - 04:36 PM
This looks awesome, I hope soon it will become the first full-fledged Kero Blaster editor
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