Author Topic: Axe tile mapping! HELP!  (Read 31382 times)

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Offline Jonius7

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Re: Axe tile mapping! HELP!
« Reply #75 on: November 25, 2011, 05:34:03 am »
Hey thanks for that explanation. That cleared up a lot.
Generally we kinda get it just not the specific theory behind it.
« Last Edit: November 25, 2011, 05:34:22 am by Jonius7 »
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Offline saintrunner

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Re: Axe tile mapping! HELP!
« Reply #76 on: November 25, 2011, 08:35:15 am »
THANKS SO MUCH!
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Offline epic7

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Re: Axe tile mapping! HELP!
« Reply #77 on: November 25, 2011, 11:54:46 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 know you can store more than one sprite to a pic.
Yesterday, I was asking if 01 02 03 04 and so on worked for multiple sprites stored into pic1. So it looks like I was right :P

So it goes
[01]->Pic1
[02]
[03]
[04]
[05]

Ok. So...... How hard is it to make it scroll now?

And

if T
T--

Does that mean it just skipps to the next one if there's a blank tile?
« Last Edit: November 25, 2011, 11:57:25 am by epic7 »

Offline aeTIos

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Re: Axe tile mapping! HELP!
« Reply #78 on: November 25, 2011, 01:15:30 pm »
For the last part, indeed. For the scrolling part: Check out Yunhua's tutorial. For the first part: You were right, weird that I did not notice :$
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Offline epic7

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Re: Axe tile mapping! HELP!
« Reply #79 on: December 05, 2011, 04:07:44 pm »
So, how does scrolling work?

How would I do something simple like shifting the tilemapper 1 pixel to the left or something?

Offline saintrunner

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Re: Axe tile mapping! HELP!
« Reply #80 on: December 05, 2011, 07:54:50 pm »


How would I do something simple like shifting the tilemapper 1 pixel to the left or something?

horizontal + and - and vertical + and - do that I think... or do you mean like move a tile mapped square down?
« Last Edit: December 05, 2011, 07:55:28 pm by saintrunner »
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Offline epic7

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Re: Axe tile mapping! HELP!
« Reply #81 on: December 05, 2011, 08:06:00 pm »
You could take 1 away from X of corse, but wouldn't there be more to it if its a tilemap larger than the screen?

Offline saintrunner

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Re: Axe tile mapping! HELP!
« Reply #82 on: December 05, 2011, 08:09:56 pm »
I guess so, I just know the horizontal and vertical commands move the stuff of the screen in a specified direction one pxl. sorry I don't really know exactly how it works. I go look for a tut

edit: ok this is copy and paste from the axe commands list

Horizontal +
Horizontal +r
Horizontal +(BUF)   //The main buffer, back buffer, or specified buffer is shifted right by 1 pixel. White pixels are shifted in.

Horizontal -
Horizontal -r
Horizontal -(BUF)   //The main buffer, back buffer, or specified buffer is shifted left by 1 pixel. White pixels are shifted in.

Vertical +
Vertical +r
Vertical +(BUF)   //The main buffer, back buffer, or specified buffer is shifted down by 1 pixel. New pixels are not shifted in, that row remains the same.

Vertical -
Vertical -r
Vertical -(BUF)   //The main buffer, back buffer, or specified buffer is shifted up by 1 pixel. New pixels are not shifted in, that row remains the same.
« Last Edit: December 05, 2011, 08:15:48 pm by saintrunner »
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Offline epic7

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Re: Axe tile mapping! HELP!
« Reply #83 on: December 05, 2011, 08:18:23 pm »
That will just shift whats on the screen, not actually show the next pixel of the tilemapper i think.

Offline saintrunner

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Re: Axe tile mapping! HELP!
« Reply #84 on: December 05, 2011, 08:28:42 pm »
Oh I see what you want i think, I've always done

:[12908479610374]->pic1
:[89785454612539]

then put a pt-on(X,Y,pic1+8) //+8 counts down 8 (or one sprite) for the second
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Offline epic7

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Re: Axe tile mapping! HELP!
« Reply #85 on: December 05, 2011, 08:51:50 pm »
Nope... That doesnt seem like that is for a scrolling tilemapper.

I've heard of yunhua's tutorial, I just wanted to know how basically it works; how it shifts the tilemap.

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Re: Axe tile mapping! HELP!
« Reply #86 on: December 05, 2011, 08:53:22 pm »
OH! I see what your wanting, *Face Palm*, and sorry, I am not skilled in that area :(
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Re: Axe tile mapping! HELP!
« Reply #87 on: December 05, 2011, 08:54:07 pm »
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Offline aeTIos

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Re: Axe tile mapping! HELP!
« Reply #88 on: December 06, 2011, 09:33:20 am »
I do not have time to explain this in-depth, but what I always do (it's been a long time since I created a scrolling tilemapper) is like this:
Code: [Select]
(big tilemap here)->GDB1

now display the tilemap from [scrolled X] to [scrolled X]+(96/tile size).
Same for Y.
« Last Edit: December 06, 2011, 09:33:31 am by aeTIos »
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Re: Axe tile mapping! HELP!
« Reply #89 on: December 06, 2011, 02:48:27 pm »
There's multiple ways to do it...
Basically the general things to work towards are
1) Scrolling the map
2) Drawing over the distortions/columns that Vertical/Horizontal +/- cause
3) Updating variables etc so the dynamic parts (pretty much what's not the map) work properly

The tilemap itself isn't shifted, just a different part of it is drawn.  The "scrolling" is brought about by the different parts of the map being drawn at certain offsets.
So if the map is drawn as normal, it appears normal.  But if, after that, you draw the map starting with the second row, the map appears to move--though it's just a different part of the same map drawn to the screen.

Hope this helps, I'm not the best at explaining things :P
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