Author Topic: Axe tile mapping! HELP!  (Read 30793 times)

0 Members and 3 Guests are viewing this topic.

Offline leafy

  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: Axe tile mapping! HELP!
« Reply #120 on: December 16, 2011, 10:56:31 pm »
:.SCROLL
:[0101010101010101010101010101010101010101]→GDB1  //<--------note that it's 20 tiles long
:[...more hex stuff..........................................]
:[......(all consisting of 01's and 02's).................]
:[................................................................]
:[................................................................]
:[................................................................]
:[................................................................]
:[................................................................]
:[................................................................]
:[0101010101010101010101010101010101010101]
:GDB1→W
:[FFFFFFFFFFFFFFFF]→Pic1
:[0000000000000000]

Note: This assumes your xposition is S, yposition is T (uninflated)


:Repeat getKey(15)
:S/8→E
:T/8→D
:S^8→F
:T^8→G
:For(A,0,12)
:A*8-F→C
:For(B,0,8)
:Pt-Off(C,B*8-G,{B+D*20+A+E+W}*8+Pic1)
:End:End
:DispGraph
:End
« Last Edit: December 16, 2011, 11:00:00 pm by leafiness0 »
In-progress: Graviter (...)

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe tile mapping! HELP!
« Reply #121 on: December 17, 2011, 10:40:27 am »
Also, you could just use 00 instead of using 02 since its blank.