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Say I had the number 98. If I were to do 98 mod 10, it would give me 8. If I were to do 98/10, and because Axe doesn't keep decimals, I get 9. Those are the two parts.
That could be done, but in this case, it loses the biggest advantage which is more tiles. If you have to de-compress it, this doubly defeats your program, because instead of saving those bytes, you have to make a large enough buffer inside your program in order to contain all of the bytes. Unless you absolutely needed those 16 extra tiles, it doesn't seem to be worth it.
QuoteSay I had the number 98. If I were to do 98 mod 10, it would give me 8. If I were to do 98/10, and because Axe doesn't keep decimals, I get 9. Those are the two parts.this makes an astounding amount of sense to me. NOW i get why in the tutorial for tile-mapping you had to ^16 and /16. thank you! however, in my game i think i'll work on the physics of it and then when quigibo adds tile-mapping support i'll work on the maps. i'm still messing around with this concept however. this thread has been helpful
That gives you 3 bits extra for data or something.