View Full Version : New Modules Format

11-14-2018, 02:59 AM
Gleeok , venrob , Grayswandir , NightmareJames , Tamamo , Tim Chris Miller jman2050 bigjoe

I've started designing, and integrating a modular file and data format, as ZQuest/ZC Modules. I've made a branch for implementing (and testing) this shift in programme logic, here (https://github.com/ArmageddonGames/ZeldaClassic/tree/2.55-modules-lweapons-and-counters).

The premise here, is that I'm moving a lot of hardcoded behaviour, especially strings, into a modular configuration fileset, along with quest files, and other assets called by the .zmod file.

Aside from the datafiles, and default quest stuff, I will eventually be adding all enemy, and item family names, and the various strings hardcoded into ZQuest into the module package.

This will allow us to remove all of those infringing assets from ZC, and put them into a Classic Module (as DLC), and to make a set of generic assets files to distribute with the programme.

Once this is done, I can look into making modular game objects (e.g. single enemy, single item, single string), to allow moving data more-easily between quests.

Right now, the code lives in the same fileset as the FFCore class, and at some point, I may try to link the scripting, and the modules systems, and add some king of scripting system to ZQuest, for user macros and so forth, all tied together.

11-15-2018, 12:36 AM
Please stop highlighting me, thankyou.

11-16-2018, 09:17 PM
2.55 Alpha 1, with Module Format (http://timelord.insomnia247.nl/zc-dev/2.55/2.55_Win_Alpha_1.zip)

That has the module format in place, current to the time of this post.