Mark, have you "written" all your knowledge down some where? That is, captured it electronically?ORIGINAL: markb50k
Actually, those two fields act very close to what you are saying. I actually posted this somewhere else a while ago I think.
Essentially, the 7th element in that row has a 1 added to it if the hex its in is in the Southern half of the map, or >= row 128.
The 8th field (and i believe all fields) have a max value of 65536 which is a common limit in programming for hexadecimal kinds of values. So to get around that, Steve just broke up the map into 128 rows for group 1 (index 0) and the rest in group 2 (index 1).
Just like you said,
1st group of hexes: USR[8] = 512*row + column, for row < 128
2nd (southern) group of hexes: USR[8] = 512*row + column - 128*512, for row >= 128
but for the 2nd group you had to remove the 128*512 so how do you keep track of that, well, by putting the 1 in the 7th slot.
You'll notice that all other things that get put into that 7th slot are even. So the 1 is available to designate 2nd group of hexes:
Sea Zone Id * 2
Sea Box * 256
pool * 2048
(second set of hexes ?) * 1 (boolean)
Do you think there's any benefit if we combine what we know (you a heck of a lot and me some but not nearly as much) into a "game file" editing document?
Or should we just continue like this via posts?
I wonder if anyone else in the community is interested in this or is it just us?
By the way I'm finding your knowledge invaluable in coding my game file editors and controllers. [:)]