Also, remember that you blasted me into another dimension.
Besides, I am half-vampire. I take energy from the cold.
Uh oh. It looks like Netham is back......I'll just have to use my evil power to destroy him again.
But taking energy, even if it is from the cold, causes some sort of thermodynamic reaction, which is utterly impossible. Besides, I created the dimension. Plus, I could always summon Lavos to feast on you. And, if you destory Netham again, you'll feel the burn of Rick Astley's ultimate power as well. yeongJIN_COOL may have unwittingly unleashed this world's ultimate doom... And for that, I must thank him.
Thanks. I actually ripped all of them (except Discord) from the same game I ripped all Nostalgia's enemies from. I actually ripped the tiles I'm using for this from that game too.
No, actually, it uses the step below hex, tokenized binary. It basically just takes a string of tokens and converts them to their decimal equivalent and writes that to the matrix. For example, the token '?' is equivalent to 0, so wherever there is a ? in the string, that cell in the matrix becomes a 0. And >DMS is 1, >Dec is 2, etc. Celtic III/DCS7 provides commands for converting decimal numbers to hex or tokens.
Oh, and if you want to change the size of the matrix the program creates, the size in the GetCalc() command is the height times the width times 9. The width of the matrix is stored in P-2 and the height is stored in P-1, if P is the pointer to the matrix.
That reminds me, after the match, I should really work some more on my external variables tutorial for Axe.
Here's that program I was mentioned earlier. AMAT is the source and ZBIN2MAT is the compiled code. ZBIN2MAT takes the tokens in Str0 and turns it into the matrix [A]. Currently the size is fixed at 14x16, but you can change that in the source.
In a little bit, I'm gonna upload a small Axe program I made that generates a matrix from a binary string, cuz it's much better storage for xLib maps that way. I'm uploading it because I'm gonna use it in the Cage Match.
*YeongJIN_COOL defies the law of nature and everything to get the hell outta here. EDIT: Yeong use magical [CTRL]+[X] and [CTRL]+[V] to insert FinaleTI to Rick Astley's music video.
I channel Rick Astley's ultimate power to revive Netham45 and boost his power beyond comprehension, then escape.
F32C I want to be able to treat it like this: 1111 0011 0010 1010 (Just to make sure I have my terminology down, this would be equal to 2 nibbles or 1 byte or 16 bits, yes?)
Well that would actually be 2 bytes (so 4 nibbles and 16 bits). 1 bytes would be 8 bits. Otherwise, you were right.
And I believe there is a bit-reading command in Axe, but I haven't used it so I can't be of much help there.
Yeah that might be a good idea. I think that might be a bit slow for basic/xLIB, though.
Masking isn't too much of a slow down with xLib. In fact, that's what I'm doing in Sky's Story. I draw the map layer, and then mask and OR the player, and there isn't too much of a difference then when i just use overwrite.
Lol that song would take like 4 calcs worth of flash memory . It would have to be converted (composed from scratch as well) into axe format to fit, and it would slow the game down a lot).
What do you mean about the 4 page apps thing? Your game should be 1 page large (16 KB on calc and up to 33 KB on the comp)