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Axe / Re: Axe tile mapping! HELP!
« on: November 24, 2011, 10:34:58 pm »
Yeah, sorry, like I said I just learned this, and I don't know all of it yet I atleast hope I helped a little lol
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1366
Axe / Re: Axe tile mapping! HELP!« on: November 24, 2011, 10:34:58 pm »
Yeah, sorry, like I said I just learned this, and I don't know all of it yet I atleast hope I helped a little lol
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Axe / Re: Axe tile mapping! HELP!« on: November 24, 2011, 10:22:40 pm »
yes and no you can use multiple sprite, you just add 8 I think to pic 1 to get the other one so like
[01010101]->gdb [ffffffffffffffff]->pic1 [1234567890123456] to display the second one after pic 1 you have {B*4+A+pic1+8} I think, that might work, but i'm not sure, I know you can use different sprites all in pic 1, for example to display a big character, but I'm not exactly sure, so you can! I can't help much more, sorry, good luck 1368
Axe / Re: Axe tile mapping! HELP!« on: November 24, 2011, 10:12:30 pm »
do understand a little bit?
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Axe / Re: Axe tile mapping! HELP!« on: November 24, 2011, 10:08:57 pm »
well the 0C is just a dead zone, and what he did was he stored the parts of the pics as letters and numbers, (i think), so when it was all displayed it just what to what ever pic had that letter or number. Sorry but I didn't really understand that tutorial and I'm only going off of what aeTIos taught me like one day ago.
edit: i think he just did that so you could understand where each part of the hex's were on the map 1370
Axe / Re: Axe tile mapping! HELP!« on: November 24, 2011, 09:59:02 pm »
1 just means true and 0 just means not true. if it is true then the pxls are turned on, if false, then they are off, the 1 in 01 is in no relation to the 1 in pic1, it could be pic4325
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Axe / Re: Axe tile mapping! HELP!« on: November 24, 2011, 09:50:03 pm »
no the gdb is like the map
like if you had this: [01010101]->gdb1 [01000001] [01000001] [01010101] and your pic was an X for example your display would be like this: X X X X X X X X X X X X or a box 1372
Axe / Re: Axe tile mapping! HELP!« on: November 24, 2011, 09:41:56 pm »
OH well all you need to do for the other pics is put them under as so
[FFFFFFFFFFFFFFF]->pic1 [FFFFF12345FFFFF] //not real code I don't think just random for purpose of example and then when you want to display the second one you just add (i think 8 ) to pic1 1373
Axe / Re: Axe tile mapping! HELP!« on: November 24, 2011, 09:36:11 pm »
kinda,
01 represents a sprite that is 8x8 so in that code if you had [01010101]->gdb1 [FFFFFFFFFFFFFFFF]->pic1 for(b,0,3) for(a,o,3) //look at the 3's, notice i'm trying to display 4 boxs right nest to each other {b*4+a+gdb1}->T //so the four is put with b because there are going to be 4 boxes from left to right, and then a is how many rows down the calc reads, so as set before it is 3 but with 0 it is really 4, keep in mind we only have one row so the a is irrelevant and then the rest of the code is irrelevant to your question 1374
Axe / Re: Axe tile mapping! HELP!« on: November 24, 2011, 09:26:00 pm »
Yes and yes.
Here's aeTIos' code, cause it made sense to me :.TILE :Repeat getKey(15) :[01010101]→GDB1 :[01000001] :[01000001] :[01010101] :[FFFFFFFFFFFFFFFF]→Pic1 :For(B,0,3) :For(A,0,3) :{B*4+A+GDB1}→T :If T :T-- :Pt-On(A*8,B*8,T*8+Pic1) :End :End :End :DispGraph :ClrDraw :End each '01' is like a sprite, what ever your pic1 is, is what each '01' is representing! so if your pic1 sprite is a solid block ( hex code [FFFFFFFFFFFFFFFF] ) then you will have a box displayed at each '01' point on the screen 1375
Miscellaneous / Re: New Name« on: November 24, 2011, 09:22:11 pm »
integrating music into the classroom?! Wow I wish I had that in elementary school! Music is my life but only because my dad is a band teacher! I'll start thinking of some names
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Axe / Re: Axe tile mapping! HELP!« on: November 24, 2011, 09:19:29 pm »
I CAN EXPLAIN THIS PART! just reword your questions!
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Axe / Re: Axe tile mapping! HELP!« on: November 24, 2011, 06:48:47 pm »
I think so, But yeah it's easier as just pics, and you refer to it later as the pic
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TI Z80 / Re: Statues« on: November 24, 2011, 04:00:44 pm »
Dangit! I was looking forward to see how this comes!
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Axe / Re: Axe tile mapping! HELP!« on: November 24, 2011, 03:59:50 pm »
I think thats the only way to tile map, unless of course you save it all elsewhere, and refer too it, but then the space on the calc in a whole is still using the same. sorry I don't think there is a way around that
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