darkpanda
Dark Prince
- Joined
- Oct 28, 2007
- Messages
- 844
Hi everyone,
Today I reached a major milestone in porting CIV.EXE's routine that I called "cityProcess", which is to be able to render the city screen fully and almost correctly (still show visited huts in red like in JCivED, a minor issue with fog of war on the city squares, also not showing yet "integrated" units stored in city bytes 27 and 28).
For me, this is quite a milestone, as this represents covering 70% of this routine, which at nearly 26,500 bytes is the biggest in CIV.EXE. It was translated into about 2,000 lines of Java code, that I make available for whomever is interested in seeing the processing (and rendering) code in action: http://pastebin.com/3dAKuMTb (WARNING! it's not very clean...)
Eventually, this will be put into JCivED, probably offering city previews, if not a full interactive interface to tweak cities just "as if" you were in CIV itself...
70% is also the step in this routine where all the data processing and rendering is done, and where code for user interaction starts (such as fiddling around with the city specialists, exploited city squares, selling buildings, unfortifying units, etc.)
Anyhow, I also started this thread to share discussions about the various formulae and game rules present in this routine.
And to conclude, a self-satisfaction screenshot for sample preview:
Today I reached a major milestone in porting CIV.EXE's routine that I called "cityProcess", which is to be able to render the city screen fully and almost correctly (still show visited huts in red like in JCivED, a minor issue with fog of war on the city squares, also not showing yet "integrated" units stored in city bytes 27 and 28).
For me, this is quite a milestone, as this represents covering 70% of this routine, which at nearly 26,500 bytes is the biggest in CIV.EXE. It was translated into about 2,000 lines of Java code, that I make available for whomever is interested in seeing the processing (and rendering) code in action: http://pastebin.com/3dAKuMTb (WARNING! it's not very clean...)
Eventually, this will be put into JCivED, probably offering city previews, if not a full interactive interface to tweak cities just "as if" you were in CIV itself...
70% is also the step in this routine where all the data processing and rendering is done, and where code for user interaction starts (such as fiddling around with the city specialists, exploited city squares, selling buildings, unfortifying units, etc.)
Anyhow, I also started this thread to share discussions about the various formulae and game rules present in this routine.
And to conclude, a self-satisfaction screenshot for sample preview:
