Author Topic: Tilemapping in Axe  (Read 11058 times)

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Offline LincolnB

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Re: Tilemapping in Axe
« Reply #15 on: August 14, 2011, 06:55:27 pm »
What he said.
the A*8 is indeed because of the 8x8 tiles, and in {Q+B*24+P+A+GDB1}, Q+B*24 is interpreted as (Q+B)*24 because of left to right order of operations.  The width of the map is 24, so to get to the next row, you add 24, in this case, you add Q+B number of rows.  Add one to go one byte to the right, so P and A are added, plus the original pointer, GDB1.

Hem... Is it normal? IRL, or in C, the * operaotr has more priotiy than +...

Axe uses left to right order of operations. I would guess that the number one mistake beginner axe programmers make is forgetting this.
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Offline Quigibo

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Re: Tilemapping in Axe
« Reply #16 on: August 28, 2011, 05:51:49 am »
Its done in Axe because its faster to compile and it forces you to write more optimized code (not necessarily more readable) since accumulators in assembly are naturally computed left to right.
« Last Edit: August 28, 2011, 05:52:31 am by Quigibo »
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Offline Darl181

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Re: Tilemapping in Axe
« Reply #17 on: September 27, 2011, 02:44:32 pm »
It's a bit of a necro :P but I'm having some problems with this.
For a level stored column-by-column instead of row-by-row, what changes would be made to the formulas?  Would I switch the part where it multiplies width to multiplying my height?  Switch x- and y-coordinates?  Both?
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Offline C0deH4cker

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Re: Tilemapping in Axe
« Reply #18 on: October 20, 2011, 05:10:08 pm »
For nibbles, cant you just do this?

Code: [Select]
:For(A,GDB1,GDB1+length(GDB1)-1)
:2*A->Z
:nib{Z}->M
:nib{Z+1}->N
:.display sprite M
:.display sprite N
:End

Offline turiqwalrus

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Re: Tilemapping in Axe
« Reply #19 on: October 21, 2011, 06:56:57 am »
For nibbles, cant you just do this?

Code: [Select]
:For(A,GDB1,GDB1+length(GDB1)-1)
:2*A->Z
:nib{Z}->M
:nib{Z+1}->N
:.display sprite M
:.display sprite N
:End
optimized with explanation ;)
Code: [Select]
:For(A,GDB1,GDB1+length(GDB1)-1)
:Z/16->M   //gets only the first 4 bits 'cause it rounds
:Z^16->N    //gets only last 4 bits(modulo)
:.display sprite M
:.display sprite N
:End

Offline C0deH4cker

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Re: Tilemapping in Axe
« Reply #20 on: October 21, 2011, 11:55:11 am »
Cool thanks. should help me now.