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oops thanks, the V one should store to V
1111100000111100000222220000
150514052504
1-5,0-5,1-4,0-5,2-5,0-4
[Data]->GDB1 //map data to GDB1[tileData]->Pic1 //tile data for tilemap0->N //element index for map data0->I //map index for storing tile dataWhile I>=96 //until we have stored all tiles{GBD+N}->A //Take the first element of the map dataN+1->N //Increment the map indexA^16->B //spit the map element into itA/16->A two seperate elementsFor(F,0,B //fill the map from current position I to I+BA->{L1+I} //could be optimised with Fill but i couldnt get it I+1->I //working :/EndEnd //End while
0 1 2 3 4 5 6 7 8 9 10 11 12 13...
{Y*W+X+L1}
For(X,0,11 //loop through the entire screen coordinates with tiles of 8x8For(Y,0,7{Y*12+X+L1}->A //retrieve the correct tile from the data in L1Pt-On(X*8,Y*8,A*8+Pic1 //draw the sprite to the screenEndEnd
Sure, I'll do that.
Can somebody make a basic platformer using this code? If I had an premade example to work from, it'd help my comprehension of the tutorial.