Sorry for my arrogance about saying I was right about what I wrote. It was just an example that I knew was fake so I wrote it up like array[][]=Set whatever on accident. In the meanwhile I was busy halfway through a script that actually works.
I realized the mistake I made and meant this:
//A variable int that is an array of several other arrays.
int ComboData[128][176];
//initialize all variables
for(int screen=0;screen<=127;screen++)
{
for(int comboposition=0;comboposition<=175;comboposition++ )
{
ComboData[screen][comboposition];
}
}
void SaveMapComboData()
for(int screen=0;screen<=127;screen++)
{
for(int comboposition=0;comboposition<=175;comboposition++ )
{
for(int x=0;x<=256;x+=16)//skips every 16 pixels
{
for(int y=0;y<=176;y+=16)//skips every 16 pixels
{
ComboData[screen][comboposition]=Game->GetComboData(Game->GetCurMap(),screen,comboposition);
}
}
}
}
//then afterwards
void WriteMapComboData()
for(int screen=0;screen<=127;screen++)
{
for(int comboposition=0;comboposition<=175;comboposition++ )
{
for(int x=0;x<=256;x+=16)//skips every 16 pixels
{
for(int y=0;y<=176;y+=16)//skips every 16 pixels
{
Game->SetComboData(Game->GetCurMap(),screen,comboposition,ComboData[screen][comboposition]);
}
}
}
}
Anyway, I wrote a series of arrays for every screen on the map of size 176 integers a piece to achieve saving the state of the map and reloading it..
Here is an example video of what it would be used for, aside from a player option of Save/Load live in ZC, it would replenish combos that were used in my scrolling scripts, because essentially the code erases them off of the given map when picked up/sword slashed, and then the array calls put them back upon entering a different section of the map.
https://youtu.be/ulIZeH9ZxX0