What would it take to get a dungeon overview that actually kind of shows an overview.. The character-based implementations have to throw away a lot of shape-information and don't work that well.
I'm imagining a dungeon overview that uses primarily color to show the shape of the dungeon, with a lower level of information about what's present than the main view. Possibly something like 2x2 pixel squares for cells, with gray for walls, red for monsters, and some other clever color choices for stairs up/down, objects, uniques.
I can start poking at the code independently, but I'd imagine someone has considered this before. The best way to do it isn't clear to me, because the game presumes the outputs are "terminals". I expect this would require a specialcase codepath in some respect. Either the map overview code would need to get a handshake with the terminal that it's using this bitmap mode, or the terminal would have to somehow be a fake high-resolution one that lies that it's huge in size and then downscales itself.
Or maybe there's some parts I'm not understanding right?
I'm imagining a dungeon overview that uses primarily color to show the shape of the dungeon, with a lower level of information about what's present than the main view. Possibly something like 2x2 pixel squares for cells, with gray for walls, red for monsters, and some other clever color choices for stairs up/down, objects, uniques.
I can start poking at the code independently, but I'd imagine someone has considered this before. The best way to do it isn't clear to me, because the game presumes the outputs are "terminals". I expect this would require a specialcase codepath in some respect. Either the map overview code would need to get a handshake with the terminal that it's using this bitmap mode, or the terminal would have to somehow be a fake high-resolution one that lies that it's huge in size and then downscales itself.
Or maybe there's some parts I'm not understanding right?
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