Author Topic: New levels for Wolfenstein  (Read 8149 times)

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Offline DJ Omnimaga

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Re: New levels for Wolfenstein
« Reply #15 on: October 26, 2009, 11:15:38 pm »
I used matrices, IIRC. Kinda like the Tomb Raider game on the TI-83 old edition and Quake IV on both the 83 and 83+
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Offline JoeyBelgier

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Re: New levels for Wolfenstein
« Reply #16 on: October 27, 2009, 03:31:57 pm »
I never used a matrice before ( at least not that I know)

Offline JoeyBelgier

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Re: New levels for Wolfenstein
« Reply #17 on: November 05, 2009, 04:58:24 pm »
Anyone knows how to edit one of these?  :o
Code: [Select]
Tile 1
 .db $FF,$FF,$C0,$C0,$C0,$C0,$FF,$FF,$FF,$FF,$06,$06,$06,$06,$06,$06
 .db $FF,$FF,$FF,$FF,$C0,$C0,$C0,$C0,$C0,$C0,$FF,$FF,$FF,$FF,$06,$06
 .db $06,$06,$06,$06,$FF,$FF,$FF,$FF,$C0,$C0,$C0,$C0,$C0,$C0,$FF,$FF
It's a texture of Wolfenstein 83

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Re: New levels for Wolfenstein
« Reply #18 on: November 06, 2009, 02:00:24 am »
HOSHI-! Mhmm, yeah I prefer when they put it in binary, much easier to edit since black tiles are 1 and white 0. Maybe there's a binary to hex converter somewhere, though
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Offline JoeyBelgier

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Re: New levels for Wolfenstein
« Reply #19 on: November 06, 2009, 09:46:00 am »
well, the sprites for weapons, beginning screen, and some other things are in binary
but all the textures are like this x.x
Oh well, I'm going to lookk at this later. I'm just done with learning, don't want to do anything at the moment :P

Offline Eeems

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Re: New levels for Wolfenstein
« Reply #20 on: November 06, 2009, 09:55:11 am »
Hat looks like a hex texture, I'm pretty sure there are hex image editors on ticalc
/e

Offline simplethinker

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Re: New levels for Wolfenstein
« Reply #21 on: November 06, 2009, 12:38:38 pm »
Anyone knows how to edit one of these?  :o
Code: [Select]
Tile 1
 .db $FF,$FF,$C0,$C0,$C0,$C0,$FF,$FF,$FF,$FF,$06,$06,$06,$06,$06,$06
 .db $FF,$FF,$FF,$FF,$C0,$C0,$C0,$C0,$C0,$C0,$FF,$FF,$FF,$FF,$06,$06
 .db $06,$06,$06,$06,$FF,$FF,$FF,$FF,$C0,$C0,$C0,$C0,$C0,$C0,$FF,$FF
It's a texture of Wolfenstein 83
You could convert each hex value to its corresponding binary value, and then edit each bit how you want (then convert back to hex).  For example, "$FF,$C0" is the same as "1111 1111 1100 0000", which is 10 filled pixels followed by 6 blank pixels.
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Re: New levels for Wolfenstein
« Reply #22 on: November 07, 2009, 01:07:15 am »
except that it takes very long to convert many of these x.x, especially when you don't have a converter handy and have to google for one during 15 minutes x.x
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Offline simplethinker

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Re: New levels for Wolfenstein
« Reply #23 on: November 07, 2009, 10:16:36 am »
except that it takes very long to convert many of these x.x, especially when you don't have a converter handy and have to google for one during 15 minutes x.x
Should I add a full picture editor to my sprite/tileset/tilemap editor then?  I think I would just need to reorganize the display a bit and shrink some things.
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Re: New levels for Wolfenstein
« Reply #24 on: November 07, 2009, 01:27:23 pm »
it might be an idea, with pic to hex conversion or even binary to hex or vice versa ^^
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