I feel your pain. I did see your post about the Gervais tiles when I was looking into the history of Sil tiles.
What Quirk and I found when implementing tiles was that there were some monsters and items that were represented in ASCII that could actually be fixed by cross-referencing the monster.txt, object.txt, and terrain.txt files, against graph-new.prf and flvr.prf.
I also did the very tedious thing of assigning all seemingly unused reference ID numbers to one specific bright pink square on my tilesheet, up to ID 500. Then I could check in the game if this caused them to use the pink tile instead of an ASCII character in-game. This caught a few entities that were not defined in the .txt files or the .prf files. In the end, the biggest issue has been artifacts, which I believe need back-end changes to support.
Once my own tiles have been implemented, your work of converting to the Gervais tileset should actually be doable!
What Quirk and I found when implementing tiles was that there were some monsters and items that were represented in ASCII that could actually be fixed by cross-referencing the monster.txt, object.txt, and terrain.txt files, against graph-new.prf and flvr.prf.
I also did the very tedious thing of assigning all seemingly unused reference ID numbers to one specific bright pink square on my tilesheet, up to ID 500. Then I could check in the game if this caused them to use the pink tile instead of an ASCII character in-game. This caught a few entities that were not defined in the .txt files or the .prf files. In the end, the biggest issue has been artifacts, which I believe need back-end changes to support.
Once my own tiles have been implemented, your work of converting to the Gervais tileset should actually be doable!
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