Hey, all!
I have a crazy + evil + far-fetched idea: What if we made a new standard for WAD files? I got to thinking, and devised this geeky little tidbit:
Basically, the new format allows just over 65,000 characters in a lump name, unlike wad3 which you are confined to just 8. Think about the possibility: You could have folders within WAD files by abusing the long lump names. Think: Instead of having "PLAYA2A8", you could have "/Skins/Sonic/Frames/Standing/Angle28" as a lump name. That would be REALLY good for n00bs who don't know how to wad, as it really simplifies things.
You all may think I'm crazy, and you all may think it's a stupid idea, and you may not be far from the truth, but I think it's worth considering. Besides, it wouldn't be too hard to fix in SRB2's code, right?
The only problem I see with this setup is that there are no editors that can write to this format. So, unless you have the proper tools to export it, you'd have to stick with the wad3 standard, which is annoying if you want to make a character.
But, think of the possibility: You could have folders at the root containing things such as /images, /flats, /textures, /skins, /maps, /music, /sounds and within, oh, say /skins, you could have /skins/playernamehere/frames, /skins/soc, /skins/icons, /skins/playernamehere/frames/standing, etc.
EDIT: My original plan was to have this be backwords-compatible by having two directories, one would be wad3 format and one would be ewad format, but since this change is so basic, then it would be rather pointless, as most wad editors erase any extra data within the wad file, including the ewad directory and... yeah.
I have a crazy + evil + far-fetched idea: What if we made a new standard for WAD files? I got to thinking, and devised this geeky little tidbit:
Code:
////////////////////////////
//Standard wad3 structure//
//////////////////////////
//Old style
wad {
4byte string "IWAD" or "PWAD"
4byte long Number of lumps
4byte long Directory pointer
Lump {
Data
}
// Begin the directory.
Lump index {
4byte long File offset
4byte long Size of lump
8byte string Lump name
}
}
////////////////////
//EWad structure //
//////////////////
//Enhanced Wad Format: Shiny New style
ewad {
4byte string "EWAD"
4byte long Number of lumps
4byte long Pointer to directory
Lump {
Data
}
//Begin ewad directory
Lump index {
4byte long File offset
4byte long Size of lump
2byte int Leingth of lump name
*byte string Lump name
}
}
You all may think I'm crazy, and you all may think it's a stupid idea, and you may not be far from the truth, but I think it's worth considering. Besides, it wouldn't be too hard to fix in SRB2's code, right?
The only problem I see with this setup is that there are no editors that can write to this format. So, unless you have the proper tools to export it, you'd have to stick with the wad3 standard, which is annoying if you want to make a character.
But, think of the possibility: You could have folders at the root containing things such as /images, /flats, /textures, /skins, /maps, /music, /sounds and within, oh, say /skins, you could have /skins/playernamehere/frames, /skins/soc, /skins/icons, /skins/playernamehere/frames/standing, etc.
EDIT: My original plan was to have this be backwords-compatible by having two directories, one would be wad3 format and one would be ewad format, but since this change is so basic, then it would be rather pointless, as most wad editors erase any extra data within the wad file, including the ewad directory and... yeah.