Author Topic: pure basic tile mapper  (Read 9095 times)

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elfprince13

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pure basic tile mapper
« Reply #30 on: August 17, 2006, 04:27:00 am »
kk, discussion is now back on track.

Offline DJ Omnimaga

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pure basic tile mapper
« Reply #31 on: August 17, 2006, 06:13:00 am »
how is it progressing now?

elfprince13

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pure basic tile mapper
« Reply #32 on: August 17, 2006, 06:31:00 am »
croquet is done.

the tile mapper is done.

Between is almost done.

elfprince13

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pure basic tile mapper
« Reply #33 on: September 10, 2006, 02:26:00 pm »
lol forgot about this,

here's how it works

Str1 stores the map, length(Str1) must be a multiple of 60.
 R is the number rows of screens you have, C is the number of columns of screens you have, in other words, R*C*60 must equal length(Str1)

prgmADVSPRTE draws the sprite number stored in Ans, if Ans is not a valid sprite number nothing happens. It should be replaced with your own sprite drawing routine which takes the X and Y coordinates in X and Y and Ans as the sprite number to draw, however I recommened modeling this routine after the way it is setup in the current prgmADVSPRTE.

prgmADVRDW selects the tile to draw at sub(Str1,X,1) based on the index of the token at sub(Str1,X,1) in Str2.

This means Str1 mus consist entirely of characters in Str2.

http://rancidmoose.unitedti.org/members/software/ticalc/map.zip

oh yeah, and prgmADVMAP itself is where the key detection goes, so thats where you should insert anyother sorts of key detection you want

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« Reply #34 on: September 10, 2006, 03:17:00 pm »
cool I have to go now so I'll prbly check tomorrow

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« Reply #35 on: September 11, 2006, 02:32:00 am »
hmm i dont quite understand how to use it could u provide an example map?

elfprince13

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pure basic tile mapper
« Reply #36 on: September 11, 2006, 03:00:00 am »
here's how it works, the maps are stored as giant strings of tokens in Str1. Each screen is displayed 10 length by 6 high group of tiles along with the bordering tiles around it. This means the map must have a length that is a multiple of 60. R and C determine how the string is wrapped. for example if you have Str1 that is of length 4200, and R is 10 and C is 7, then Str1 will be wrapped into a map that is 60 tiles long and 70 tiles high. Next, when displaying the map, The index of the current tile in Str2 determines which tile prgmADVRDRW  will ask prgmADVSPRTE to display

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« Reply #37 on: September 11, 2006, 03:18:00 am »
lol could you make the map for me? I think anyone who release an editor should provide examples. This week I'll prbly not have the time to make my own map >.< and I dont have motivation to make one anyway, I guess I'm too lazy ._.

elfprince13

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« Reply #38 on: September 11, 2006, 09:00:00 am »
this isn't really an editor, but if you want a sample map run the following code:


QuoteBegin-"prgmMAPGEN"+-->
QUOTE ("prgmMAPGEN")

:Prompt R,C
:" ->Str1
:"123456->Str2
:For(I,1,RC60
:Str1+sub(Str2,randint(1,6),1->Str1
:Disp int(IE2/(RC60

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« Reply #39 on: September 12, 2006, 01:41:00 am »
sound cool, those sprites would be good for a strategy/war game i think as well ^^

elfprince13

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« Reply #40 on: September 12, 2006, 06:05:00 am »
that was http://www.answers.com/topic/strategic-conquest <--(look at the version 3.0 screenshot)

Offline kalan_vod

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« Reply #41 on: September 12, 2006, 07:58:00 pm »
I saw the SS on RS I believe, and it looks GREAT! I really love it, I haven't tried it yet but I hope to XDsmiley.gif.

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« Reply #42 on: September 13, 2006, 01:44:00 am »
wow that sound great! are you still planning to make this game?

elfprince13

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« Reply #43 on: September 13, 2006, 02:53:00 am »
I am in fact planning to make it, its easily feasible since the Strategic Conquest 3.0 map is only 60*80 tiles and it only requires the following sprites:

battleship
carrier
destroyer
transport
submarine
tank
fighter
bomber
city
land
water

all of which can be ripped directly from the game :Dbiggrin.gif

Liazon

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pure basic tile mapper
« Reply #44 on: September 13, 2006, 10:31:00 am »
*Liazon