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.DRAWINGClrDrawStorePic .BKGconj(Pic1BK,L3,768) // back-buffered backgroundconj(Pic2BK,L6,768) // buffered backgroundG^16→FV^16→UFor(B,0,4 // screen heightFor(A,0,6 // screen width{G/16+B*O+(V/16)+A+{97+L4}r+GDB0}→C // the number of the tile to displayIf C≠0.BLOCK1 // first part of the 16x16 tilePt-Off(A*16-U,B*16-F,C*32+Pic0Pt-Off(A*16-U,B*16-F,C*32+Pic0)r.BLOCK2 // second part of the 16x16 tilePt-Off(A*16+8-U,B*16-F,C*32+Pic0+8Pt-Off(A*16+8-U,B*16-F,C*32+Pic0+8)r.BLOCK3 // third part of the 16x16 tilePt-Off(A*16-U,B*16+8-F,C*32+Pic0+16Pt-Off(A*16-U,B*16+8-F,C*32+Pic0+16)r.BLOCK4 // last part of the 16x16 tilePt-Off(A*16+8-U,B*16+8-F,C*32+Pic0+24Pt-Off(A*16+8-U,B*16+8-F,C*32+Pic0+24)rEndEndEnd.HUD0→LFor(I,0,11)Pt-Off(I*8,0,Pic3HD+LPt-Off(I*8,0,Pic4HD+L)rL+8→LEnd
//variables Q-V are used as temp vars. if you need their values to be preserved for some other part of your code just reassign them to other vars/spots.DRAWINGClrDrawStorePic .BKGconj(Pic1BK,L3,768) // back-buffered backgroundconj(Pic2BK,L6,768) // buffered backgroundG^16→SV^16→TV/16+{97+L4}r+GDB0→Q0→BRepeat0G/16+B*O+Q→RB*16-S→U0→ARepeat0If {R+A}A*16-T→V{R+A}*32+Pic0→C.BLOCK1 // first part of the 16x16 tilePt-Off(V,U,CPt-Off(V,U,C)r.BLOCK2 // second part of the 16x16 tilePt-Off(V+8,U,C+8Pt-Off(V+8,U,C+8)r.BLOCK3 // third part of the 16x16 tilePt-Off(V,U+8,C+16Pt-Off(V,U+8,C+16)r.BLOCK4 // last part of the 16x16 tilePt-Off(V+8,U+8,C+24Pt-Off(V+8,U+8,C+24)rEndEnd!If A+1→A-7End!If B+1→B-5.HUD0→LFor(I,0,11)Pt-Off(I*8,0,Pic3HD+LPt-Off(I*8,0,Pic4HD+L)rL+8→LEnd
yeah, a walking animation would be nice, but also better gravity to fall by more than 1 pixel per frame.other than that, sheerly awesome keep it up!