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Messages - jnesselr

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2446
Art / Sprite help for Axe game
« on: June 07, 2010, 05:59:41 pm »
I hope this is legal to do according to the rules.

I am not good at all when it comes to sprite drawings.  So I was wondering if someone would help with sprites.  Basically, it's the sprites of the characters and the tiles for the tilemap.

Will anyone help with this?  I would be okay with grayscale sprites.

Thanks in advance.  I can PM with more details if anyone wants to help.

2447
Axe / Re: Tilemapping efficiently
« on: June 07, 2010, 04:05:58 pm »
Yes, which saves space in your actual program.  Except, I want to write a computer compiler for axe.  Sort of like a higher level programming language to axe source code.  I'm thinking that there will be a way to know what byte your tile is in when decompressed, so you could have a subroutine, that if the tile had a macro, would call the macro from the subroutine.  Just an idea, though.

2448
Axe / Re: Tilemapping efficiently
« on: June 07, 2010, 03:58:53 pm »
Well, if you use the 5 bit method, when you decompress it into individual bytes for easer, faster reading, you have 3 bits left over.  They would be tile specific.  For example, you can walk on ground, but not on rock.

2449
Axe / Re: Tilemapping efficiently
« on: June 07, 2010, 03:51:00 pm »
Quote
Say I had the number 98.  If I were to do 98 mod 10, it would give me 8.  If I were to do 98/10, and because Axe doesn't keep decimals, I get 9.  Those are the two parts.
this makes an astounding amount of sense to me. NOW i get why in the tutorial for tile-mapping you had to ^16 and /16. thank you! however, in my game i think i'll work on the physics of it and then when quigibo adds tile-mapping support i'll work on the maps. i'm still messing around with this concept however. this thread has been helpful
Very glad we could help.

Yes, you could decompress it into memory.  That gives you 3 bits extra for data or something.  What could be stored in there?  The first two bits could be configurations of blocked sides.  Like:
00 - You can cross from anywhere.
01 - You can cross from the top
10 - You can cross from the bottom
11 - You can't cross.

You could also do a sort of macro lookup.  There only 8 possibilities with 3 bits, though.  Maybe having the previous idea for borders, and have a 0 or 1 to tell if there is a macro for this tile.  You would have to know what tile location, or where it would end up being in memory though.

What do you think?

2450
Axe / Re: How do you read and possibly write to an external program?
« on: June 07, 2010, 03:43:55 pm »
If It's just numbers, you could just read what character it is, and subtract 48.

2451
Well, according to rules 4 and 6:

4: You are allowed to announce updates and screenshots of your project anywhere, but you are NOT allowed to provide any dowload copies of it (or the entire source code) to anyone until the end of the contest!
6: Help is allowed, as long as you respect rule #4. Also keep in mind that usage of other people's code may affect your originality score considerably.

So, don't put your ENTIRE source code, and I think it would be fine.

2452
Axe / Re: Tilemapping efficiently
« on: June 07, 2010, 03:31:36 pm »
That could be done, but in this case, it loses the biggest advantage which is more tiles.  If you have to de-compress it, this doubly defeats your program, because instead of saving those bytes, you have to make a large enough buffer inside your program in order to contain all of the bytes.  Unless you absolutely needed those 16 extra tiles, it doesn't seem to be worth it.

Of course, has anyone thought of this?:
UDLRbyte, where:
U: Up
D: Down
L: Left
R: Right
byte: ironically, byte is 4 chars long, and nibble is 6.  anyway, this refers to the 4 bit reference for the tile.
This way of storing provides an interesting advantage.  There is no collision detection.  You simply have to look at the reference here.  If there is a 0 for up, and a 1 for down, then that mean you can jump over it heading from the top direction, but not from the bottom.  Kinda like in pokemon.  You could also store other data there if you wanted to.

2453
Axe / Re: Tilemapping efficiently
« on: June 07, 2010, 03:17:24 pm »
True, I guess.  I didn't think about it all being in bytes and bits.  I guess you could do 32, and have it be 5 bits.  That would mean tiles would have to be 8 chars long for 5 bits a piece = 40 bits, or 5 bytes.  To do a row of twelve...  Yeah, that won't work.  You would have an extra 4 bits.  I guess you could use that for something interesting.  Actually, if you have another byte at the end of that, you could have twelve bits extra.  Possibly useful for collision detection.

So if all of my math adds up, thats 9 bytes.  Can anyone confirm my math?  The programming code to do this would be confusing, though.  VERY confusing.  You would basically have to have a counter location for the bits.  This could possibly be slow for RPGs though.  Still, for a game with many tiles, and not smooth scrolling, I believe it's possible.  Not insanely fast, but possible.  You would just have to figure out how to isolate a single bit, so it's possible.  It is not, however, possible for me to stop using the word 'possible'.

In the meantime, we could just convert the data by hand into bytes.

2454
Axe / Re: Tilemapping efficiently
« on: June 07, 2010, 02:56:19 pm »
I usually store the data as half-bytes, and then decompress it as two individual bytes for use.  Not that hard to do if you understand the math involved in mod and then dividing by 16 for the two parts.

Any time I have problems with a concept in another base, I always try to think of it in base 10.  Say I had the number 98.  If I were to do 98 mod 10, it would give me 8.  If I were to do 98/10, and because Axe doesn't keep decimals, I get 9.  Those are the two parts.  If axe supported base 37, we could do up to 37 different tiles with 0-9, a-z, and theta.  You would just mod 37 and store that, then divide by 37, and store that.

Can we get axe to support base 37?

2455
Axe / Re: Making Axe subroutines?
« on: June 07, 2010, 02:37:10 pm »
Can you give a timeline for that?  How hard is it to compile to application?

2456
The Axe Parser Project / Re: Sprite Helpers
« on: June 06, 2010, 09:38:49 pm »
No, It wouldn't open at all.  Of course, that could be my computer, though.

2457
Axe / Re: Enlarging sprites?
« on: June 06, 2010, 09:35:01 pm »
Sorry, the sprite is C3A55A24245AA5C3.  I just typed too many chars in some places. (Extra 5, extra 4...)

2458
The Axe Parser Project / Re: Sprite Helpers
« on: June 06, 2010, 06:00:25 pm »
I could not get that program to work.

2459
The Axe Parser Project / Re: Sprite Helpers
« on: June 06, 2010, 05:54:16 pm »
You could have it spit out the pics for the back-buffer and the buffer as text, and then have the person manually copy the text.  Unless you can put it in an unarchived open program, in which case, that would be easer.  Just have the program, after run, store the strings in str1 and str2.  Would that work?

2460
Axe / Re: Enlarging sprites?
« on: June 06, 2010, 05:46:34 pm »
True.  And this is for 8x8 to 16x16. with x,y location.
Code: [Select]
ClrDraw
[C3A5555A242445AA5C3]->Pic1  // Your sprite
[0000000000000000]->Pic2
[FFFFFFFFFFFFFFFF]
For(A,0,7
{Pic1+A}->I
For(B,0,7
I^2->L
I/2->I
For(C,0,1):For(D,0,1)
if L
Pxl-On(7-B*2+D+Y,2*A+C+x
else
Pxl-Off(7-B*2+D+y,2*A+C+x
End
End:End
End
End

How's that?

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