Author Topic: Axe Q&A  (Read 600640 times)

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Offline Darl181

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Re: Axe Q&A
« Reply #1155 on: December 12, 2011, 10:33:14 pm »
As for your random code, I tried it myself and could not replicate your error, maybe it has something to do with the surrounding code, or what you do with A and B afterwards?
I'm not sure, I'm guessing it's some weird delay stuff (maybe like the getKey stuff, but idk?)
The way I'm actually checking it (well technically I do it twice, one the above way and one another way) is I have an array of X and Y values stored one after the other in a GDB...
It chooses one set of coordinates and checks that the chosen Y-coordinate and the existing Y-coordinate differ.  Except that it seems to not work, even selecting with the same Y-coordinate thrice in a row.
I'll take a closer look at the code and see if something sticks out..
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Offline Builderboy

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Re: Axe Q&A
« Reply #1156 on: December 12, 2011, 10:37:43 pm »
Make sure that all of the possible selections of Y coordinates are unique. Other than that, it would depend a lot on your code and implementation, good luck fixing the issue ^^

Offline Darl181

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Re: Axe Q&A
« Reply #1157 on: December 12, 2011, 10:49:57 pm »
Hm...
Repeat {A+2+GDB1CRTE+1}-{L2+3}
Should I put parenthesis around the second part?
* Darl181 stabs midnight coding
Edit: didn't fix :\

I've been curious about this...does If just check the last bit ("boolean"?), or does it check the entire byte?  How about !If ?
« Last Edit: December 12, 2011, 10:57:09 pm by Darl181 »
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Offline Sorunome

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Re: Axe Q&A
« Reply #1158 on: December 13, 2011, 10:33:40 am »
Can someone please help me!
Well, I have a tilemap stored in a Variable in this kind of form:
Code: [Select]
[4A5F68ED->K
[34342545

etc.
(Two Hexadecimals are one tile)
Well, drawing tilemap etc. works.
But now I want to change only one single tile, so i did
Code: [Select]
[33->{K+20}And that didn't change anything.

If I don't do the K+20 in curley brackets then it overwrites the old tilemap and so that isn't a sollution.
What did I do wrong? Can someone please help me?
But Now I want to edit just one single tile
I just bump this code as it seems to me that it has been overread.

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Offline Builderboy

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Re: Axe Q&A
« Reply #1159 on: December 13, 2011, 11:31:46 am »
If you store your tilemap inside of your program, the only way to directly edit it would end up modifying the original program, making any changes permanent, which might not be what you want, but can be accomplished by using

33->{K+20}

You enclosed the 33 in [] brackets, which you only do when specifying long strings of data, and strings of data can't be used in this scenario.  Alternatively, if you do not wish to overwrite your original program, I suggest copying the tilemap to a safe location like L1 and editing it from there instead of modifying it when it is in your program.

Offline epic7

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Re: Axe Q&A
« Reply #1160 on: December 13, 2011, 03:22:32 pm »
What do I put for the pointer of a bitmap?

Offline Builderboy

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Re: Axe Q&A
« Reply #1161 on: December 13, 2011, 04:31:27 pm »
The pointer to the bitmap data that you define.  Do you know how to define bitmap data?

Offline epic7

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Re: Axe Q&A
« Reply #1162 on: December 13, 2011, 04:31:56 pm »
Nope.

Offline Builderboy

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Re: Axe Q&A
« Reply #1163 on: December 13, 2011, 04:32:28 pm »
Did you read the commands list documentation?

Offline epic7

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Re: Axe Q&A
« Reply #1164 on: December 13, 2011, 04:33:22 pm »
I did.
* epic7 checks again to see if he missed anything

EDIT: So like [height-width-hex]->something sorta?
« Last Edit: December 13, 2011, 04:35:31 pm by epic7 »

Offline Builderboy

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Re: Axe Q&A
« Reply #1165 on: December 13, 2011, 04:37:40 pm »
Exactly, and then after you define that data, pass the pointer to that data into the bitmap command, along with your position for the bitmap. 

Offline epic7

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Re: Axe Q&A
« Reply #1166 on: December 13, 2011, 04:40:00 pm »
[0303(16hex)(16hex)(16hex)(16hex)(16hex)(16hex)(16hex)(16hex)(16hex)]->Pic2
Would work for a 24x24?

Offline Builderboy

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Re: Axe Q&A
« Reply #1167 on: December 13, 2011, 04:44:23 pm »
No because you just defined your height and width to be 3 pixels each.  Height and width is in pixels, not bytes.  Otherwise though, you got it.

Offline Quigibo

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Re: Axe Q&A
« Reply #1168 on: December 13, 2011, 05:00:38 pm »
Alternatively, its a little easier to define them like Data(24,24)[sprite]->Pic1 instead.  Also, a sprite with width 24 is going to have 24-bits per row (6 hex numbers).  Since the height is 24, it will have 24 sets of these.  That's 6*24 = 144 hex digits.
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Offline Yeong

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Re: Axe Q&A
« Reply #1169 on: December 13, 2011, 05:38:07 pm »
Code: [Select]
:If something
:Data(.......)→Pic1
:End
:If somethingelse
:Data(.......)→Pic1
:End
Gives me a duplicate error. (and I know that it should happen)
Is there a way to get around with it?
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