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Author Topic: Tilemapping in Axe -  (Read 1054 times) Bookmark and Share
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chattahippie
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« on: 03 August, 2011, 04:17:10 »
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also, if it clarifies anything, given an array GDB1 with n number of columns, you can access the yth element down and the xth element over via the following formula:

{y*n+x+GDB1}

keep in mind this returns one byte, a value between 0 and 255. to do other things like access nibbles and two-byte integers (between 0 and 65,535) it gets slightly more complicated, but retains the same idea.



But 256 tiles is a lot of sprites to choose from, and I can't think of many, if any, projects that use anywhere near 65,536 sprites, although I would love to see such a behemoth project that uses all of them!
That would be monstrous Cheesy
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