Effortless generation of a preprogrammed overworld
Back when I was planning the shape of the wilderness in UR, I thought programming it would be a real pain in the arse. Well, things turned out easier than I imagined. In the early stages of planning I made a series of maps in .bmp format. Since the wilderness map was supposed to be preprogrammed, the catch was to build a 200x200 array of integers representing these maps. Manual copying was out of question, naturally, but something had to be done.
Finally I decided to write a small program that would do the dirty job for me. The .bmp had a fixed set of colours, each one representing a given terrain type. The point is that the computer can read the bitmap pixel by pixel and decide which terrain type each pixel represents by reading that pixel's colour. The output was a text file containing 200 lines with 200 integers each, representing the terrain types, separated by commas.
With such a text file at hand, the only thing left to do was to copy and paste the file's contents into the program. Easy, fast and accurate. It can also be repeated in case a modification is needed. Simply perfect.
