User:AF/SCURK: Difference between revisions
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* TILES.DB: | * TILES.DB: | ||
** Residential Apartment 1 (3x3) is off-set downwards by one row | ** Residential Apartment 1 (3x3) is off-set downwards by one row | ||
** All other tiles vertically align to the tilebase, however this sets up another off-by-one case where said buildings will | ** All other tiles vertically align to the tilebase, however this sets up another off-by-one case where said buildings will subtly shift up by one-row when used in the main game. | ||
* Clipping far-horizontal extent is off-by-one. | * Clipping far-horizontal extent is off-by-one. | ||
Revision as of 12:21, 11 March 2026
SCURK Observations
Various observations concerning the different versions of SCURK.
This will also highlight certain pitfalls and "gotcha" cases when it comes to WinSCURK.
DOS SCURK
- Runway tiles are available for modification and placement.
- The palette that you get here isn't a one-to-one match when it comes to WinSCURK (see more detail under the Windows SCURK section).
- Objects are top-aligned to the empty base tile background.
Macintosh SCURK
- The base tileset used here is a special MAC-headered MIF.
- Saved working tilesets use the standard Windows header.
- If you do a standard save of the base object set, certain palette indices are not preserved (glaring examples would be the Marina and Load Bay).
Windows SCURK
- The right-most column of pixels is inaccessible (off-by-one case in various places)
- Tilesets converted from DOS are off-set downwards by one row (the bottom row of the active tile ends up truncated upon view/change/interaction) (However when used in-game - aside from the bottom row truncation - their Y-position is correct)
- The Plymouth Arcology suffers from some bizarre clipping cases on both the farthest left and right-hand sides within the top left/right portions of the tile base. (this is a more general problem for 4x4 objects)
- TILES.DB:
- Residential Apartment 1 (3x3) is off-set downwards by one row
- All other tiles vertically align to the tilebase, however this sets up another off-by-one case where said buildings will subtly shift up by one-row when used in the main game.
- Clipping far-horizontal extent is off-by-one.