Author Topic: Tilemapping in Axe  (Read 9945 times)

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Offline zeldaking

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Tilemapping in Axe
« on: August 02, 2011, 01:39:46 pm »
I know there are specific tutorials out there for tilemapping in axe, but they don't help if you can't ask questions about them. I am trying to learn tilemapping, but it is pretty confusing. Can someone give a small example and we can go from there?

Offline yunhua98

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Re: Tilemapping in Axe
« Reply #1 on: August 02, 2011, 02:26:24 pm »
Do you want smooth scrolling?
I can write a simple example.  ;)

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Offline zeldaking

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Re: Tilemapping in Axe
« Reply #2 on: August 02, 2011, 02:28:38 pm »
Well considering I understand that part, sure. Nothing to complicated (hint: 1 or 2 character sprites)

Offline yunhua98

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Re: Tilemapping in Axe
« Reply #3 on: August 02, 2011, 02:46:05 pm »
For in-depth explanations of any of this code or questions or bugs (I haven't tested this. :P), just post'em.  ;)

Code: [Select]
:.TILEMAP
:[0000000000000000]->Pic0
:[FFFFFFFFFFFFFFFF]
:
:[010101010101010101010101010101010101010101010101]→GDB1
:[010101010101010101010101010101010101010101010101]
:[010101010101010101010101010101010101010101010101]
:[010101010101010101010101010101010101010101010101]
:[010101010100000000000000000000000000000101010101]
:[010101010100000000000000000000000000000101010101]
:[010101010100000000000000000000000000000101010101]
:[010101010100000000000000000000000000000101010101]
:[010101010100000000000000000000000000000101010101]
:[010101010100000000000000000000000000000101010101]
:[010101010100000000000000000000000000000101010101]
:[010101010100000000000000000000000000000101010101]
:[010101010100000000000000000000000000000101010101]
:[010101010100000000000000000000000000000101010101]
:[010101010100000000000000000000000000000101010101]
:[010101010100000000000000000000000000000101010101]
:[010101010100000000000000000000000000000101010101]
:[010101010100000000000000000000000000000101010101]
:[010101010101010101010101010101010101010101010101]
:[010101010101010101010101010101010101010101010101]
:[010101010101010101010101010101010101010101010101]
:
:0->P->Q  \\P and Q are the coordinates of the corner of the screen relative to the entire chunk of level data
:
:Repeat getKey(15)
:
:getKey(3)-getKey(2)+P->P
:getKey(1)-getKey(4)+Q->Q  \\I didn't code in collision detection, if you need that too, tell me
:
:sub(MAP)
:
:Pt-On(40,24,(your sprite here)
:
:DispGraph
:
:End
:
:Lbl MAP
:ClrDraw
:For(B,0,7)
:For(A,0,11)
:Pt-On(8*A,8*B,{Q+B*24+P+A+GDB1}*8+Pic0
:End
:End

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Offline zeldaking

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Re: Tilemapping in Axe
« Reply #4 on: August 02, 2011, 02:49:17 pm »
Thanks, that is exactly what I need to get started.
for the map drawing .sub(map. is it A*8 because of 8x8 tiles? Also what is {Q+B*24+P+A+GDB1} can you give me answer in depth?
« Last Edit: August 02, 2011, 02:52:27 pm by zeldaking »

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Re: Tilemapping in Axe
« Reply #5 on: August 02, 2011, 03:46:53 pm »
Thanks, that is exactly what I need to get started.
for the map drawing .sub(map. is it A*8 because of 8x8 tiles? Also what is {Q+B*24+P+A+GDB1} can you give me answer in depth?

I think it just locates the data located in a specific point of GBD1, so that only the data needed is displayed on the screen, and not the entire GBD1, if I'm not mistaken.

I say this because I know the {} mean to load a point in data, and it has the pointer for the data, GBD1, which says that it loads from a point inside GBD1.

I'm sure yunhua will correct me if I'm wrong, but that is my answer

Offline yunhua98

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Re: Tilemapping in Axe
« Reply #6 on: August 02, 2011, 04:03:12 pm »
What he said.
the A*8 is indeed because of the 8x8 tiles, and in {Q+B*24+P+A+GDB1}, Q+B*24 is interpreted as (Q+B)*24 because of left to right order of operations.  The width of the map is 24, so to get to the next row, you add 24, in this case, you add Q+B number of rows.  Add one to go one byte to the right, so P and A are added, plus the original pointer, GDB1.

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Re: Tilemapping in Axe
« Reply #7 on: August 02, 2011, 04:10:29 pm »
What he said.

;D Woot! I figured it out!

Offline LincolnB

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Re: Tilemapping in Axe
« Reply #8 on: August 02, 2011, 07:21:44 pm »
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.

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Re: Tilemapping in Axe
« Reply #9 on: August 02, 2011, 10:17:10 pm »
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 :D

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Re: Tilemapping in Axe
« Reply #10 on: August 04, 2011, 07:23:35 pm »
right, that would be pretty epic :) but hard to do it well in a game, and not make it look like you just crammed as many tiles as you could without considering actual content
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Re: Tilemapping in Axe
« Reply #11 on: August 14, 2011, 01:57:36 pm »
What he said.
the A*8 is indeed because of the 8x8 tiles, and in {Q+B*24+P+A+GDB1}, Q+B*24 is interpreted as (Q+B)*24 because of left to right order of operations.  The width of the map is 24, so to get to the next row, you add 24, in this case, you add Q+B number of rows.  Add one to go one byte to the right, so P and A are added, plus the original pointer, GDB1.

Hem... Is it normal? IRL, or in C, the * operaotr has more priotiy than +...

Offline zeldaking

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Re: Tilemapping in Axe
« Reply #12 on: August 14, 2011, 01:58:51 pm »
Well, I am making a game with about 160 grayscale sprites (called condor) and I think it isn't too hard.

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Re: Tilemapping in Axe
« Reply #13 on: August 14, 2011, 02:00:33 pm »
For a C project, i made the references intuitives: In a sokoban, if box = 3 and dot = 2, then box on a dot = 3+2

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Re: Tilemapping in Axe
« Reply #14 on: August 14, 2011, 03:45:32 pm »
What he said.
the A*8 is indeed because of the 8x8 tiles, and in {Q+B*24+P+A+GDB1}, Q+B*24 is interpreted as (Q+B)*24 because of left to right order of operations.  The width of the map is 24, so to get to the next row, you add 24, in this case, you add Q+B number of rows.  Add one to go one byte to the right, so P and A are added, plus the original pointer, GDB1.

Hem... Is it normal? IRL, or in C, the * operaotr has more priotiy than +...

In Axe, yes it's normal, since that's how math is defined in it.