Quote:
Originally Posted by firewing
There are already scrollbars, to enable them just uncheck the "resize ..." checkbox (only available when editing a BZT ROM), but I made this for another reason as well - with some levels, the editor window simply doesn't fit in 1280x1024 and lower resolutions.
For tiles, I couldn't find them neither in ZT nor in BZT ROM. And I don't think the way they're stored there really differs because according to what I've seen when I've been making BZT maps support, the engine is almost same.
I'll keep messing with it
P.S. I do neither ever use pre-made PCs, I always assemble them myself (though I wouldn't mind if I get an Alienware  )
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What I meant about how the ZT/BZT engine handles tiles, I meant that it's in another "format" that Tile Layer Pro simply just doesn't understand because it wasn't programmed for it. Unlike ZT/BZT, games such as Sonic The Hedgehog and Streets Of Rage use stationary tiles (which are viewable in TLP) but ZT/BZT seems to use a different form of tiles, almost similiar to how textures are handled in many older 3D game applications (think of Wolfenstein). Unless one can figure out how ZT/BZT is displaying the tiles in a "texture" format, then it's not a simple task of implementing the same technique in the editor.
Don't worry, you'll figure it out eventually. You may just need to delve deeper in to how the ROM is handled in an emulator (understand what happens in the Z80 CPU and such to figure out how it's displaying the graphics).
Another game I know that also has 3D styled rendering is Battle Frenzy aka Bloodshot. Unlike ZT/BZT, it had a larger view and managed to handle itself rather well though it was rather taxing on the CPU/GPU (did have some slow-downs). Like ZT/BZT however, tiles are rendered in a texture styled format.