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argent77

Member Since 24 May 2010
Offline Last Active Feb 18 2018 03:41 AM

Posts I've Made

In Topic: Question to setting area flags via tp2

11 February 2018 - 02:24 PM

No need to shift the value. You can use it directly.

PATCH_IF (GAME_IS ~eet~) BEGIN
  WRITE_SHORT 0x48 THIS | IDS_OF_SYMBOL(~AREATYPE~ ~BG1AREA~)
END

In Topic: Question to copy regexp

11 February 2018 - 02:17 AM

You can rename files regardless of size with the MOVE command.

Example:
MOVE ~override/AR0500.TIS~ ~override/BG0500.TIS~

In Topic: Question to PVRZ, TIS, and TBC format

31 January 2018 - 11:01 AM

The main issue for this mod appears to be tis2bg2, which requires TIS files to be present in palette-based format. Not only does it force you to convert tilesets to palette-based format and back to pvrz-based format for EE games, but using tile2ee won't necessarily remove the black lines issue. The second option, adding premade BG2 tilesets to the mod, comes with a hefty increase in the mod archive size (from 20 to 35 MB).

 

I would still prefer the second option. Splitting the mod into EE and non-EE version doesn't really help, since tis2bg2 is still required to make the mod compatible with EET. Although, splitting it into a BG1/BGEE version and a Tutu/BGT/EET version might work though.
 


In Topic: Question to PVRZ, TIS, and TBC format

31 January 2018 - 06:51 AM

From what I've seen the mod uses several techniques to save space, including tis2bg2 for conversion. Using tile2ee may complicate the whole code further when file renaming is involved (e.g. for EET or Tutu), since PVRZ files follow their own naming scheme.
 


In Topic: Question to PVRZ, TIS, and TBC format

31 January 2018 - 04:52 AM

TileConv was my first attempt to create a tool for reducing TIS/MOS file size. It is basically a more efficient counterpart of tispack/tisunpack. It supports only input files in the palette-based TIS or MOS format though.

The successor tile2ee is more practical. It allows you to include files in the mod that can be used by EE games out of the box, while HANDLE_TILE2EE is required to convert the files for the classic games.

 

I would recommend to use tile2ee over tileconv if possible, since tileconv doesn't really fix the black lines issue in EE games. Convert all your tilesets into the PVRZ-based TIS format with Near Infinity and include them in your mod. Use tile2ee to convert them into the palette-based format when a classic game is detected. HANDLE_TILE2EE takes care of the whole conversion process.