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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 30814 times)
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Jonius7
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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
»
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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
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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
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Jonius7
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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
»
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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
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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.
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
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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?
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Re: Axe tile mapping! HELP!
«
Reply #67 on:
November 24, 2011, 10:11:50 pm »
Nope.
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saintrunner
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Re: Axe tile mapping! HELP!
«
Reply #68 on:
November 24, 2011, 10:12:30 pm »
do understand a little bit?
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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
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.
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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)
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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
«
Last Edit: November 24, 2011, 10:28:04 pm by saintrunner
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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.
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saintrunner
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Flogging Molly
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
I atleast hope I helped a little lol
«
Last Edit: November 24, 2011, 10:35:03 pm by saintrunner
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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.
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Axe tile mapping! HELP!