Author Topic: Axe tile mapping! HELP!  (Read 27340 times)

0 Members and 2 Guests are viewing this topic.

Offline Jonius7

  • python! Lua!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1918
  • Rating: +82/-18
  • Still bringing new dimensions to the TI-nspire...
    • View Profile
    • TI Stadium
Re: Axe tile mapping! HELP!
« Reply #45 on: November 24, 2011, 09:17:17 pm »
What i can say if it's [FFFFFFFF] it's completely black
Programmed some CASIO Basic in the past
DJ Omnimaga Music Discographist ;)
DJ Omnimaga Discography
My Own Music!
My Released Projects (Updated 2015/05/08)
TI-nspire BASIC
TI-nspire Hold 'em
Health Bar
Scissors Paper Rock
TI-nspire Lua
Numstrat
TI-nspire Hold 'em Lua
Transport Chooser
Secret Project (at v0.08.2 - 2015/05/08)
Spoiler For Extra To-Be-Sorted Clutter:

Spoiler For Relegated Projects:
TI-nspire BASIC
Battle of 16s (stalled) | sTIck RPG (stalled) | Monopoly (stalled) | Cosmic Legions (stalled)
Axe Parser
Doodle God (stalled while I go and learn some Axe)

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe tile mapping! HELP!
« Reply #46 on: November 24, 2011, 09:19:06 pm »
Is the GDB written in hex then?
No pics needed for it?

I dont need anyone to explain how hexadecimals work.

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Axe tile mapping! HELP!
« Reply #47 on: November 24, 2011, 09:19:29 pm »
I CAN EXPLAIN THIS PART! just reword your questions!
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline Jonius7

  • python! Lua!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1918
  • Rating: +82/-18
  • Still bringing new dimensions to the TI-nspire...
    • View Profile
    • TI Stadium
Re: Axe tile mapping! HELP!
« Reply #48 on: November 24, 2011, 09:21:00 pm »
GDB is for data
« Last Edit: November 24, 2011, 09:21:27 pm by Jonius7 »
Programmed some CASIO Basic in the past
DJ Omnimaga Music Discographist ;)
DJ Omnimaga Discography
My Own Music!
My Released Projects (Updated 2015/05/08)
TI-nspire BASIC
TI-nspire Hold 'em
Health Bar
Scissors Paper Rock
TI-nspire Lua
Numstrat
TI-nspire Hold 'em Lua
Transport Chooser
Secret Project (at v0.08.2 - 2015/05/08)
Spoiler For Extra To-Be-Sorted Clutter:

Spoiler For Relegated Projects:
TI-nspire BASIC
Battle of 16s (stalled) | sTIck RPG (stalled) | Monopoly (stalled) | Cosmic Legions (stalled)
Axe Parser
Doodle God (stalled while I go and learn some Axe)

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe tile mapping! HELP!
« Reply #49 on: November 24, 2011, 09:21:04 pm »
How does the GDB work?

Do you store pics at the beggining of the program and then somehow reference them from the gdb?

Offline Jonius7

  • python! Lua!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1918
  • Rating: +82/-18
  • Still bringing new dimensions to the TI-nspire...
    • View Profile
    • TI Stadium
Re: Axe tile mapping! HELP!
« Reply #50 on: November 24, 2011, 09:22:20 pm »
I think GDB is just for data. The Axe manual explains it ok.
Programmed some CASIO Basic in the past
DJ Omnimaga Music Discographist ;)
DJ Omnimaga Discography
My Own Music!
My Released Projects (Updated 2015/05/08)
TI-nspire BASIC
TI-nspire Hold 'em
Health Bar
Scissors Paper Rock
TI-nspire Lua
Numstrat
TI-nspire Hold 'em Lua
Transport Chooser
Secret Project (at v0.08.2 - 2015/05/08)
Spoiler For Extra To-Be-Sorted Clutter:

Spoiler For Relegated Projects:
TI-nspire BASIC
Battle of 16s (stalled) | sTIck RPG (stalled) | Monopoly (stalled) | Cosmic Legions (stalled)
Axe Parser
Doodle God (stalled while I go and learn some Axe)

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe tile mapping! HELP!
« Reply #51 on: November 24, 2011, 09:23:11 pm »
How to make a tilemap?

Ok, he says

[01010101]->GDB1   ;this is the tilemap in hexadecimal code.
[01000001]
[01010001]
[01000001]
(Some sprite data to pic1 here)


I dont understand how that works.
« Last Edit: November 24, 2011, 09:25:28 pm by epic7 »

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Axe tile mapping! HELP!
« Reply #52 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
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe tile mapping! HELP!
« Reply #53 on: November 24, 2011, 09:28:10 pm »
So
01 = Pic1
What would be pic2, pic3, or
[FFFFFFFFFFFFFFFF]->Pic1
[This one]
[And this one]

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Axe tile mapping! HELP!
« Reply #54 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
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe tile mapping! HELP!
« Reply #55 on: November 24, 2011, 09:39:07 pm »
That part seems irrelivant too :/

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Axe tile mapping! HELP!
« Reply #56 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
« Last Edit: November 24, 2011, 09:42:04 pm by saintrunner »
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe tile mapping! HELP!
« Reply #57 on: November 24, 2011, 09:46:54 pm »
I just thought you put different pairs of numbers in the gdb to use different sprites in it

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Axe tile mapping! HELP!
« Reply #58 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
« Last Edit: November 24, 2011, 09:50:18 pm by saintrunner »
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe tile mapping! HELP!
« Reply #59 on: November 24, 2011, 09:57:38 pm »
Ok then. So 00 is simply blank, it seems. 01 is pic1. The question I've been trying to ask is if 01 is pic1, what numbers are for the other pics?