lol, this:
Item #0558: Offset 0x0c81 '0' replaced by '2'. Fixes the issue with crack switch that was moving up when pressed because the pressed switch image was using a wrong coordinates group.
is still there in ADGE:
The Crack Switch Out is group 2, the Crack Switch in = group 0
Do you know where the, here is the object and this is its group is located? Also Lay1?
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and if you are interessted: here is what im working on:
https://dist-cycl0ne.vercel.app/
Moving is with mouse/touch or keyboard: QWEASD
At first i concentrated on the GFX Engine, and implemented 50% of all gfx assets. Now im moving slowly to the Logic Engine. Future Goal: a complete Engine, where someone can create own dungeon crawler games. GFX/Logic is seperated so you can switch gfx to other gfx engine (even 3d later if you like).
All Levels the Wall Ornates/FloorOrnates are placed random per seed on the tiles that accept that (like original DM did).
At the moment im using original Levels from DM converted to JSON.
Original DM has an own structures later for how the doors look like. i just take this line:
convert.cell({location={ 1,31, 8},flags=0x1c,contents= 343,roomType="DOOR",flags={closed=true}})
need to check how i match this with this later:
convert.door({index= 0,link=65534,type=1,ornat=0,mode=1,switch=true ,openWithFireball=false,openWithAxe=false})
The whole project will be opensource and is coded in TypeSctript/Javascript and is heavy OO/Abstract Things to make extensions to engine quite easy.
Main goal will be to run DM, but the farer Goal: a complete engine for these kind of games.
Maybe even a Deluxe DM (i could imagine to implement also story telling functions in the engine later for "talking" people you know from JRPGs (head + console/textwindow). I have still the graphics from the chinese artist i hired 10 years ago for a android version (which couldnt be implemted due to the limitation android 2.0 had those days (30mb memory limit for code + data +gfx).
