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Messages - stevon8ter

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61
Axe / Re: Correct way to do smooth scrolling in a tilemapper?
« on: December 19, 2012, 06:43:52 pm »
Sorry for double-post
But i concider this an "update"

This is my way of doing it, it's kinda the same but not as optimised as squidget's code, and it's probably slower with some bugs cause it's out of my head

Code: [Select]
.smtscrll

.tiles (black and white)
[0000000000000000]-> pic0
[FFFFFFFFFFFFFFFF]

.sprite 8*8 stored in pic1

.map (15*10)
[010101010101010101010101010101]->GDB0
[010000000000000000000000000001] .this one 8 times
[010101010101010101010101010101]


.initialize vars (x=x-pos , y=y-pos , c=horizontal scroll, d= vertical scroll)

0->C->D+8->X->Y

.till [clear] is pressed
Repeat Getkey(15)
MOVE()
MAP()
.2 subroutines are called
Pt-on(X,Y,pic1)
DispGraph
End

Lbl MOVE
X+(Getkey(3) and (X<88))-(Getkey(2) and (X>0))->X
C+(Getkey(3) and (X=88))-(Getkey(2) and (X=0))->C

.only change X when it's on screen If it's on border of screen the change the scroll var (same for Y)

Y+(Getkey(1) and (Y<56))-(Getkey(4) and (Y>0))->Y
D+(Getkey(1) and (Y=56))-(Getkey(4) and (Y=0))->D

Return

Lbl MAP

For(A,C/8,C/8+12)
For(B,D/8,D/8+8)
Pt-on(A*8-C,B*8-C,{15*B+A+GDB0}*8+pic0)
.so this says: draw the map, where 15=the length of the map
End
End
Return

.end of program, no collision detection yet but easy to implement... Question? Ask me...

And this doesn't include collision detection yet, but it's easy to implement...

Edit1: forgot to paste code

62
Axe / Re: Correct way to do smooth scrolling in a tilemapper?
« on: December 19, 2012, 06:08:34 pm »
I wanted to explain :o xp

Btw: your for loops need to end with 7 and 11.  Not 8 and 12

Edit: nvm i forgot about there have to be drawn 13*9 tiles when scrolling

63
Axe / Re: Correct way to do smooth scrolling in a tilemapper?
« on: December 19, 2012, 05:18:59 pm »
Ok np, then i'll do it 1) out of my head or 2) tommorow xp


Edit: does the character move and then map scroll, or does the character always stays on the same possition?

64
Axe / Re: Correct way to do smooth scrolling in a tilemapper?
« on: December 19, 2012, 05:12:03 pm »
Or if you could post the source in CODE block, then i could help now... I'm bored anyway xp

65
Axe / Re: Correct way to do smooth scrolling in a tilemapper?
« on: December 19, 2012, 05:04:18 pm »
Id noone has solves it , i'll answer tommorow, now i can't do all of it out of my head (i actually can but it would take a long time to type on ipod + i can't see your source)

66
Axe / Re: [Tutorial] Using the PageSwap axiom
« on: December 19, 2012, 12:51:38 pm »
Well, you've got 4 routines... Func1,2,3,4
And Func3 is just used in Func2 as well... But that doesn't make the Func3 dissapear... So the appFunc3 = Func3


Ooh or i missunderstood you're question, you mean like: is appFunc0 = Func1
And appFunc1 = Func2

Hmm that idk, you'dd have to find it out.. Just test with a little program and you'll know..

67
Nice. Is the source also in the .zip? (Can't view on ipod) for people who would want to optimise it themself...?

68
Axe / Re: [Tutorial] Using the PageSwap axiom
« on: December 19, 2012, 12:35:06 pm »
No, the Func3 is a routine on itself, so even running it within another routine... You can still run it alone...

69
TI Z80 / Re: [2012 Apocalypse contest] Cataclysm
« on: December 19, 2012, 12:32:34 pm »
Wooow nice to see this is still active :o
Looks cool so far...

70
Site Feedback and Questions / Re: Site front page totally messed up!
« on: December 19, 2012, 04:52:34 am »
Woops deleted the 2nd post

And i did get that second error as well today :o

And the first error already happened twice

Edit: i get the error every time and it doubleposts :o it says it's a database error

71
Site Feedback and Questions / Re: Site front page totally messed up!
« on: December 19, 2012, 03:37:42 am »
I just had the same error and my post also came through :o

72
The Axe Parser Project / Re: Bug Reports
« on: December 19, 2012, 03:36:50 am »
Oooh ok sorry :p just thought: hmmm doesn't look right xD
But ok then it's runer's solution xp

73
The Axe Parser Project / Re: Bug Reports
« on: December 19, 2012, 03:31:49 am »
{^r}

Shouldn't it be ^r
?

74
Axe / Re: AXE Tilemaping - Please help!
« on: December 18, 2012, 06:30:37 pm »
You're welcome , first time i was able to help someone here on omnimaga :D

75
Axe / Re: AXE Tilemaping - Please help!
« on: December 18, 2012, 04:33:12 pm »
Use something like:

Code: [Select]
for(X,0,11)
For(Y,0,7)
pt-on(X*8,Y*8,{<number of rows> * C + D + GDB0}*8+Pic0)
End
End

GDB0 = mapdata
Pic1= all the tiles...
C = 'X'-var (if moved right, raise one, if moved left, lower 1, initialise with 0 (or whatever row you wanna start on))
D = 'Y'-var

Set up pic0 like this
[0000000000000000]->pic0
[FFFFFFFFFFFFFFFF]

That means, if the map says 00 , it will pic the 0*8 +pic0 tile, which is the empty one
And if map says 01 , it will take the 1*8+pic0 tile, which is the full black one

Do you get it?
Any questions? (If there's a misstake, it's from the head + on ipod)

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