Oh wow Previous, that's fantastic! I actually recall planning to look at the .map files again after doing that but I guess I forgot or something. The format looks painfully obvious in hindsight now, but yeah I guess you noticed stuff I didn't since this is my first time. Hopefully I should eventually get better with experience though.
By the way, I did know most of what you said about using the bytes (each value is a word, little-endian, etc) but thanks anyway, makes me more sure.
In any case I'll get working on a parser and organiser, the format's conveniently simple so I should have it done (or at least working) before the end of the day. Now that I know how .maps work it's actually easier than Bastion
Also Hammster, as Mighty said no payment is necessary at all, to be honest I actually enjoy doing this. A donation to the site would be awesome, but really this is all for free.
EDIT: Well I didn't have as much time as I thought so I couldn't finish it today, but I gave it a shot and found that Previous seems to be a bit off on some points.
Firstly, the third byte appears to represent the number of tiles per row, but it shows the decimal number in hexadecimal. That is, in level01_map02_01.map, my hex editor shows "14" as the third byte, which has a value of 20, although it should be 14, which it displays.
Secondly, if I were to read each value as a 16-bit/2 byte value, then the first tile in the list would be 0x0100 (in big-endian), not 0x0000 as you said. For this reason I think I might just be supposed to skip the first white tile.
Lastly, in this .map file at least, the list of tiles is given twice. I have no idea why it does but it does.
Anyway, I have to go sleep now, and I have school tomorrow so won't be able to work further on this until the afternoon. You can try and figure this out if you want Previous, but if not I'll be thinking about it and experimenting myself.
By the way, I did know most of what you said about using the bytes (each value is a word, little-endian, etc) but thanks anyway, makes me more sure.
In any case I'll get working on a parser and organiser, the format's conveniently simple so I should have it done (or at least working) before the end of the day. Now that I know how .maps work it's actually easier than Bastion
Also Hammster, as Mighty said no payment is necessary at all, to be honest I actually enjoy doing this. A donation to the site would be awesome, but really this is all for free.
EDIT: Well I didn't have as much time as I thought so I couldn't finish it today, but I gave it a shot and found that Previous seems to be a bit off on some points.
Firstly, the third byte appears to represent the number of tiles per row, but it shows the decimal number in hexadecimal. That is, in level01_map02_01.map, my hex editor shows "14" as the third byte, which has a value of 20, although it should be 14, which it displays.
Secondly, if I were to read each value as a 16-bit/2 byte value, then the first tile in the list would be 0x0100 (in big-endian), not 0x0000 as you said. For this reason I think I might just be supposed to skip the first white tile.
Lastly, in this .map file at least, the list of tiles is given twice. I have no idea why it does but it does.
Anyway, I have to go sleep now, and I have school tomorrow so won't be able to work further on this until the afternoon. You can try and figure this out if you want Previous, but if not I'll be thinking about it and experimenting myself.