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[VX] Map file format (RENAMED from : Map files structure)

I am simply looking for the Map<xxx>.rvdata files structure, as well as an explanation of the Mapinfos.rvdata file.
The idea behind this is that I allready own some fine map files in other formats; and don't want and re-draw by hand some 256*256 maps. As I am more than fluent in some programming languages, It should be easier to write something that export directly those to the various Map<xxx>.rvdata files, providing I know how to do it properly.
 
I don't understand. You want to copy a map from one VX game to another or convert a map from XP to VX? (or VX to XP maybe?)
Also, the "structure" you're talking about can be found in the help file.
 
In fact, what I want to do is to transfer the map from some other games (of which I allerady know the map files structure) to RMVX. To do that, I'll have to:
1/ read my original map
2/ manage the tile equivalent from my game to RMVX
3/ re-write the Map<xxx>.rvdata

Step 1/, I allready know how to do it. Step 2/ is just a matter of choice. But for the step 3/, I'd like to know what to write in the Map<xxx>.rvdata files.. as well as postential dependancies may exist betwenn Map<xxx>.rvdata and Mapinfos.rvdata

Dargor":y00og01n said:
Also, the "structure" you're talking about can be found in the help file.

I am sorry, but I ckecked and re-checked, and didn't find what I am looking for. Could you be more precise ?
 
The data is just a Marshall#dump or RPG::Map in RMXP. It's probably the same in RMVX.
Simple save_data(THERPGMAPOBJECT, "Map<xxx>.rvdata").

You can always try by printing load_data("Data/Map<xxx>.rvdata"). If no error occurs, look at the type (first thing) and you know what to dump. This object type can be looked up from the help file.

Mapinfos.rvdata is a Marshall#dump of an Array with one nil object and for each map at the corresponding id as index a RPG::MapInfo object. This object type can also be looked up from the help file.
 
Okay... Okay....
I foune what you are talking about. But this is not exactly what I am lookink for.
The Data structures that can be foune are of a conceptual nature, expaining us the how the different entities in the game gp together.
What I am looking for is something more.... low level. Something that says:
  Byte 1-2: Map Width
  Byte 3-4: Map Height
  Byte .... etc... etc...

Now I have the logical structure, and with a lot of researches, I could extract the whole file format. But this will be very time consumming. So, the question is : has anyone already done the job; someone who could share his knowledge ??
 
The thing I'vo got in my mind is as simple as that : I'd like to recreate some maps of Britannia, the land where the Ultima serie took place. To do that, I'll use the original Ultima map which I was able to read, using the tools I wrote myself.
Frome the Ultima datas, I am able to obtaind the bitmaps and map layouts (among other things). What I'd like to do is to create a read mu map (that I can do), create a bitmap ID translation between Ultima and RMVX (I just have to learn the format of an RMVX tile ID format), and properly overwrite an RMVX Map<xxx>.rvdata.
This kind of process is quite standart, providing you know the format of both the original and destination files. Only the RMVX file format is unknown to me.
 

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