> Could you please sometimes upload to the repository a compiled
> version as well? I've noticed that you've uploaded the binaries in earlier
> revisions, but it's missing in the newer ones.
I will after I'm done with the current coding session. The first thing to do today is to fix the pixel -> tile function in WorldUtil. I even know how to do it already.
Also I noticed that reloading the map every time pixel position changes is awfully slow.

I'll try to minimize the load somehow. IIRC tried that during last coding session, but almost fell asleep on the keyboard.
> Btw, do you have any TODO list, or some dedicated webpage, like the
> one from your previous project?
Not yet, no. Need to do some basic stuff first. There isn't even a working editor. Maybe later I'll do a roadmap.
> That's the way! Almost every resource should be preloaded in the background.
Hmm. The way I do it now, loading assets is blazingly fast anyway. When I did the coast thing, scrolling didn't result in visible delays. Also I have doubts whether showing empty space instead of a sprite is really good. Also, every access in every frame will slow down if I add locking. Perhaps I should use volatile? It's a single word anyway. Hmm...
> For example, when you're about to enter the Bates mansion in
> Arcanum, the game should already start preloading the map when
> you're approaching the doors, so it can shorten the transition time
> between the maps. Also there should be some nice screen effect for the
> map transition, like fade in & out.
Now I'm going to surprise you. There will be no transition. Everything will be one single map. I have a good scheme for doing it as you can see in the source code.
As for floors, I'll shift the player by a number of tiles upward/downward.
Don't know yet how to express it in terms of data structures, though, but we'll come to that.
> uh, why do you need so many bits for palette index? There can be max
> of 4 palettes in each .art file, right? So only 2 bits should be necessary
Yes. I was sleepy
> That's pretty awesome! Buy why don't you just stick with good old Lua,
> or javascript? You can bind your de/serialization routines to the scripting
> language, right?
I can't serialize closures in Lua/JS.