Author Topic: Axe tile mapping! HELP!  (Read 31380 times)

0 Members and 2 Guests are viewing this topic.

Offline Jonius7

  • python! Lua!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1918
  • Rating: +82/-18
  • Still bringing new dimensions to the TI-nspire...
    • View Profile
    • TI Stadium
Re: Axe tile mapping! HELP!
« Reply #60 on: November 24, 2011, 09:58:49 pm »
02 03?
PS: That doesn't sound right to me
in axe you can have PicA7B for example
« Last Edit: November 24, 2011, 09:59:55 pm by Jonius7 »
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)
Spoiler For Extra To-Be-Sorted Clutter:

Spoiler For Relegated Projects:
TI-nspire BASIC
Battle of 16s (stalled) | sTIck RPG (stalled) | Monopoly (stalled) | Cosmic Legions (stalled)
Axe Parser
Doodle God (stalled while I go and learn some Axe)

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Axe tile mapping! HELP!
« Reply #61 on: November 24, 2011, 09:59:02 pm »
1 just means true and 0 just means not true. if it is true then the pxls are turned on, if false, then they are off, the 1 in 01 is in no relation to the 1 in pic1, it could be pic4325
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe tile mapping! HELP!
« Reply #62 on: November 24, 2011, 10:04:59 pm »
Look,
http://www.omnimaga.org/index.php?action=articles;sa=view;article=46
He has stuff like
:[0C0C0C0C0100000008090A0000000000000000010C0C0C0C]

In the beginning, he says 0 1 2 3 4 5 6 7 8 9 A B C etc. each represent a tile.

He stores them all to a pic and it seems like
00 is the first
01 is second
02 is third
and it continues like that

Offline Jonius7

  • python! Lua!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1918
  • Rating: +82/-18
  • Still bringing new dimensions to the TI-nspire...
    • View Profile
    • TI Stadium
Re: Axe tile mapping! HELP!
« Reply #63 on: November 24, 2011, 10:06:55 pm »
That makes sense just like binary code
and Hex goes up to FFFFFF....
« Last Edit: November 24, 2011, 10:07:17 pm by Jonius7 »
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)
Spoiler For Extra To-Be-Sorted Clutter:

Spoiler For Relegated Projects:
TI-nspire BASIC
Battle of 16s (stalled) | sTIck RPG (stalled) | Monopoly (stalled) | Cosmic Legions (stalled)
Axe Parser
Doodle God (stalled while I go and learn some Axe)

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Axe tile mapping! HELP!
« Reply #64 on: November 24, 2011, 10:08:13 pm »
So you're trying to store the pics one after the other into a GDB?
...
Technically you don't "store" in a GDB, GDB#, Str#, Pic# etc are just pointers much like L1, except you declare them yourself.
To have the pics after the GDB you can do something like this:
[]→GDB1
[FFFFFFFFFFFFFFFF]
.or [FFFFFFFFFFFFFFFF]→GDB1, it's basically the same thing iirc
[FF818181818181FF]
[0000000000000000]
.etc

and just sub GDB# for the normal Pic#.

Is this what you're trying to do?
« Last Edit: November 24, 2011, 10:08:47 pm by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Axe tile mapping! HELP!
« Reply #65 on: November 24, 2011, 10:08:57 pm »
well the 0C is just a dead zone, and what he did was he stored the parts of the pics as letters and numbers, (i think), so when it was all displayed it just what to what ever pic had that letter or number. Sorry but I didn't really understand that tutorial and I'm only going off of what aeTIos taught me like one day ago. :P

edit: i think he just did that so you could understand where each part of the hex's were on the map
« Last Edit: November 24, 2011, 10:11:54 pm by saintrunner »
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Axe tile mapping! HELP!
« Reply #66 on: November 24, 2011, 10:11:36 pm »
So, is there one part in particular you're confused about?
Vy'o'us pleorsdti thl'e gjaemue

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe tile mapping! HELP!
« Reply #67 on: November 24, 2011, 10:11:50 pm »
Nope.

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Axe tile mapping! HELP!
« Reply #68 on: November 24, 2011, 10:12:30 pm »
do understand a little bit?
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe tile mapping! HELP!
« Reply #69 on: November 24, 2011, 10:18:56 pm »
Darl there is 1 part im confused about I was saying no to your post before that :P

So saintrunner, what I'm understanding from you is that you can only use a choice of 1 sprite and blank spots where 01 is that sprite and 00 is blank.

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Axe tile mapping! HELP!
« Reply #70 on: November 24, 2011, 10:22:18 pm »
You can have up to 255 choices if you use one byte (two hex chars)
Vy'o'us pleorsdti thl'e gjaemue

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Axe tile mapping! HELP!
« Reply #71 on: November 24, 2011, 10:22:40 pm »
yes and no you can use multiple sprite, you just add 8 I think to pic 1 to get the other one so like

[01010101]->gdb
[ffffffffffffffff]->pic1
[1234567890123456]

to display the second one after pic 1
you have
{B*4+A+pic1+8}

I think, that might work, but i'm not sure, I know you can use different sprites all in pic 1, for example to display a big character, but I'm not exactly sure, so you can!

I can't help much more, sorry, good luck :P
« Last Edit: November 24, 2011, 10:28:04 pm by saintrunner »
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe tile mapping! HELP!
« Reply #72 on: November 24, 2011, 10:33:38 pm »
I know how to use one now, but I think there's an easier way for the multiple.
I'll just wait 'till Aetios returns or another experienced person returns.

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Axe tile mapping! HELP!
« Reply #73 on: November 24, 2011, 10:34:58 pm »
Yeah, sorry, like I said I just learned this, and I don't know all of it yet :P I atleast hope I helped a little lol
« Last Edit: November 24, 2011, 10:35:03 pm by saintrunner »
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline aeTIos

  • Nonbinary computing specialist
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3915
  • Rating: +184/-32
    • View Profile
    • wank.party
Re: Axe tile mapping! HELP!
« Reply #74 on: November 25, 2011, 02:40:31 am »
Hmm, seems that you all have troubles understanding.
So what do the hex numbers in the GDB mean?
Those numbers represent the position of the sprite in pic1 +1
So, if you have 3 sprites, one being +,another an X, and the other an O and they're all stored in a row in pic1, you could get this tilemap: (.. means a blank "tile")

OXXO
+....+
X....X
O++O

This would be represented by this map data:
[03020203]->GDB1
[01000001]
[02000002]
[03010103]

I hope this is more clear.
My point that was not 100% clear to you:
You can store more than one sprite to a pic since a pic is NO MORE than a pointer (which is again just a number)
So have fun storing 15 sprites in a row and play around with it a bit.

I'm not a nerd but I pretend: