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Omnimaga
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Axe
(Moderator:
Runer112
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Axe tile mapping! HELP!
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Topic: Axe tile mapping! HELP! (Read 31377 times)
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Jonius7
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Re: Axe tile mapping! HELP!
«
Reply #45 on:
November 24, 2011, 09:17:17 pm »
What i can say if it's [FFFFFFFF] it's completely black
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Re: Axe tile mapping! HELP!
«
Reply #46 on:
November 24, 2011, 09:19:06 pm »
Is the GDB written in hex then?
No pics needed for it?
I dont need anyone to explain how hexadecimals work.
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saintrunner
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Flogging Molly
Re: Axe tile mapping! HELP!
«
Reply #47 on:
November 24, 2011, 09:19:29 pm »
I CAN EXPLAIN THIS PART! just reword your questions!
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Jonius7
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Re: Axe tile mapping! HELP!
«
Reply #48 on:
November 24, 2011, 09:21:00 pm »
GDB is for data
«
Last Edit: November 24, 2011, 09:21:27 pm by Jonius7
»
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Programmed some CASIO Basic in the past
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Re: Axe tile mapping! HELP!
«
Reply #49 on:
November 24, 2011, 09:21:04 pm »
How does the GDB work?
Do you store pics at the beggining of the program and then somehow reference them from the gdb?
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Jonius7
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Re: Axe tile mapping! HELP!
«
Reply #50 on:
November 24, 2011, 09:22:20 pm »
I think GDB is just for data. The Axe manual explains it ok.
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Programmed some CASIO Basic in the past
DJ Omnimaga Music Discographist
DJ Omnimaga Discography
My Own Music!
My Released Projects (Updated 2015/05/08)
TI-nspire BASIC
TI-nspire Hold 'em
Health Bar
Scissors Paper Rock
TI-nspire Lua
Numstrat
TI-nspire Hold 'em Lua
Transport Chooser
Secret Project (at v0.08.2 - 2015/05/08)
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sTIck RPG
(stalled) |
Monopoly
(stalled) | Cosmic Legions (stalled)
Axe Parser
Doodle God
(stalled while I go and learn some Axe)
epic7
Chopin!
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Posts: 2200
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Re: Axe tile mapping! HELP!
«
Reply #51 on:
November 24, 2011, 09:23:11 pm »
How to make a tilemap?
Ok, he says
[01010101]->GDB1 ;this is the tilemap in hexadecimal code.
[01000001]
[01010001]
[01000001]
(Some sprite data to pic1 here)
I dont understand how that works.
«
Last Edit: November 24, 2011, 09:25:28 pm by epic7
»
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saintrunner
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Flogging Molly
Re: Axe tile mapping! HELP!
«
Reply #52 on:
November 24, 2011, 09:26:00 pm »
Yes and yes.
Here's aeTIos' code, cause it made sense to me
:.TILE
:Repeat getKey(15)
:[01010101]→GDB1
:[01000001]
:[01000001]
:[01010101]
:[FFFFFFFFFFFFFFFF]→Pic1
:For(B,0,3)
:For(A,0,3)
:{B*4+A+GDB1}→T
:If T
:T--
:Pt-On(A*8,B*8,T*8+Pic1)
:End
:End
:End
:DispGraph
:ClrDraw
:End
each '01' is like a sprite, what ever your pic1 is, is what each '01' is representing! so if your pic1 sprite is a solid block ( hex code [FFFFFFFFFFFFFFFF] ) then you will have a box displayed at each '01' point on the screen
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epic7
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Re: Axe tile mapping! HELP!
«
Reply #53 on:
November 24, 2011, 09:28:10 pm »
So
01 = Pic1
What would be pic2, pic3, or
[FFFFFFFFFFFFFFFF]->Pic1
[This one]
[And this one]
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saintrunner
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Flogging Molly
Re: Axe tile mapping! HELP!
«
Reply #54 on:
November 24, 2011, 09:36:11 pm »
kinda,
01 represents a sprite that is 8x8
so in that code if you had
[01010101]->gdb1
[FFFFFFFFFFFFFFFF]->pic1
for(b,0,3)
for(a,o,3) //look at the 3's, notice i'm trying to display 4 boxs right nest to each other
{b*4+a+gdb1}->T //so the four is put with b because there are going to be 4 boxes from left to right, and then a is how many rows down the calc reads, so as set before it is 3 but with 0 it is really 4, keep in mind we only have one row so the a is irrelevant
and then the rest of the code is irrelevant to your question
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GAMES:
Spoiler
For
Spoiler
:
:
Caedes
[On Hold]
:
Legend of Zelda: Link to the Future
:
Seeker
:
POGO Dark/Light
:
Zoom
:
Mario Shotgun
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: Axe tile mapping! HELP!
«
Reply #55 on:
November 24, 2011, 09:39:07 pm »
That part seems irrelivant too
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saintrunner
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Flogging Molly
Re: Axe tile mapping! HELP!
«
Reply #56 on:
November 24, 2011, 09:41:56 pm »
OH well all you need to do for the other pics is put them under as so
[FFFFFFFFFFFFFFF]->pic1
[FFFFF12345FFFFF] //not real code I don't think just random for purpose of example
and then when you want to display the second one you just add (i think 8 ) to pic1
«
Last Edit: November 24, 2011, 09:42:04 pm by saintrunner
»
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My
Sprites
Thread :Updated often
for your viewing pleasure
GAMES:
Spoiler
For
Spoiler
:
:
Caedes
[On Hold]
:
Legend of Zelda: Link to the Future
:
Seeker
:
POGO Dark/Light
:
Zoom
:
Mario Shotgun
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: Axe tile mapping! HELP!
«
Reply #57 on:
November 24, 2011, 09:46:54 pm »
I just thought you put different pairs of numbers in the gdb to use different sprites in it
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saintrunner
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Flogging Molly
Re: Axe tile mapping! HELP!
«
Reply #58 on:
November 24, 2011, 09:50:03 pm »
no the gdb is like the map
like if you had this:
[01010101]->gdb1
[01000001]
[01000001]
[01010101]
and your pic was an X for example
your display would be like this:
X X X X
X X
X X
X X X X
or a box
«
Last Edit: November 24, 2011, 09:50:18 pm by saintrunner
»
Logged
My
Sprites
Thread :Updated often
for your viewing pleasure
GAMES:
Spoiler
For
Spoiler
:
:
Caedes
[On Hold]
:
Legend of Zelda: Link to the Future
:
Seeker
:
POGO Dark/Light
:
Zoom
:
Mario Shotgun
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: Axe tile mapping! HELP!
«
Reply #59 on:
November 24, 2011, 09:57:38 pm »
Ok then. So 00 is simply blank, it seems. 01 is pic1. The question I've been trying to ask is if 01 is pic1, what numbers are for the other pics?
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Axe
(Moderator:
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Axe tile mapping! HELP!