Author Topic: Online Axe command index  (Read 49728 times)

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Offline epic7

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Re: Online Axe command index
« Reply #30 on: October 23, 2011, 08:26:11 pm »
So if you say
PtOn(40,30,Pic1)
Would the pic1 go to a buffer and when you say dispgraph, would it copy to the screen?
Or something like that?

Offline Deep Toaster

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Re: Online Axe command index
« Reply #31 on: October 23, 2011, 08:28:52 pm »
Exactly :)

EDIT: Suggestion for Eeems if you read this: Could you put the PDF online as well? I think it would be useful :)
« Last Edit: October 24, 2011, 09:56:14 pm by Deep Thought »




Offline 0phoff

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Re: Online Axe command index
« Reply #32 on: November 02, 2011, 07:51:10 am »
can someone explain me how the Bitmap works??
cuz i dont understand it and i would like to know if this could automatically display a tilemap on your graphscreen.. thnx

Offline Hayleia

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Re: Online Axe command index
« Reply #33 on: December 14, 2011, 01:17:17 pm »
can someone explain me how the Bitmap works??
cuz i dont understand it and i would like to know if this could automatically display a tilemap on your graphscreen.. thnx
??? Bitmap has nothing to do with tilemapping.
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Offline Yeong

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Re: Online Axe command index
« Reply #34 on: December 14, 2011, 01:19:03 pm »
unless you make a 96x64 bitmap and display it on the screen. :D
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Offline Hayleia

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Re: Online Axe command index
« Reply #35 on: December 14, 2011, 01:20:12 pm »
unless you make a 96x64 bitmap and display it on the screen. :D
Then DispGraph(<Buffer>) is faster ;)
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Re: Online Axe command index
« Reply #36 on: December 14, 2011, 02:19:58 pm »
You can tilemap with the Bitmap command, but its a memory hog unless the map is so detailed that it can't be split into tiles of any size.  The bitmap command supports sprites up to 160x192.  So for instance, you could have a 120x120 bit tilemap stored as a bitmap and saved to a pointer.  (This is already 120*120/8 = 1800 bytes by the way!).

The upper left corner is 0,0 so if you want to draw your tilemap some distance dx to the right and dy down, just use Bitmap(-dx,-dy,Pic1).  In other words, you need to store the negative offsets of your tilemap somewhere, lets say X = -dx and Y = -dy.  Edge detection is as simple as X >=>= 0 for left, X + 24 << 0 for right, Y >=>= 0 for top, and Y + 56 << 0 for the bottom.
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Offline Eeems

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Re: Online Axe command index
« Reply #37 on: October 05, 2012, 05:08:49 pm »
New short url to get to the command index :)
http://axe.eeems.ca/Commands.html
/e

Offline kindermoumoute

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Re: Online Axe command index
« Reply #38 on: October 05, 2012, 06:38:52 pm »
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline Eeems

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Re: Online Axe command index
« Reply #39 on: October 05, 2012, 08:28:31 pm »
Nice :)

Btw, axe.eeems.ca contains all these files:

ACTUALLY READ ME.txt
Auto Opts.txt
ChangeLog.txt
Commands.html
Documentation.pdf
keycodes.png
/e

Offline GreenFreak

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Re: Online Axe command index
« Reply #40 on: February 12, 2019, 04:34:52 pm »
The iframe is blocked
Blocked loading mixed active content “http://axe.eeems.ca/Commands.html”

-> https instead http should fix it

Offline Eeems

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Re: Online Axe command index
« Reply #41 on: February 12, 2019, 07:40:19 pm »
The iframe is blocked
Blocked loading mixed active content “http://axe.eeems.ca/Commands.html”

-> https instead http should fix it
It automatically redirects to https for me when I load the page. Is that not the same for you?
/e