[A83] Re: Map question
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[A83] Re: Map question
If you're looking for a tilemapping routine, TCPA wrote a nice one
(tcpa.calc.org). I used that one in IceClimb and DragonQuest Dungeon, and a
heavily modified version of it in bubble bobble.
>From: Mike3465@aol.com
>Reply-To: assembly-83@lists.ticalc.org
>To: assembly-83@lists.ticalc.org
>Subject: [A83] Re: Map question
>Date: Sat, 17 Mar 2001 18:07:57 EST
>
>
>Ok, i'm gonna use my routine(it's actually 13 clock cycles faster ^_^), now
>the next choice i'm deciding on is, Should i use a slow multiplication
>routine to find out where the end of the door data is(6 bytes per door(all
>of
>the map data is clumped together, exsept for tiles so i can reuse them of
>course(it includes a pointer to the tiles))) or should i increase the byte
>total to 8(for an posible expansions sure(like maybe a key....well maybe i
>will just increment the value, but anyways))? I am only going to have to
>find
>this value out 1 time...well maybe i'll just do that...
>uh...guess there isn't much else to ask right now...maybe i'll ask again
>later ^_^
>(current tile loader:
> ld hl,Tilestouse
> sla a
> sla a
> sla a ;a=a*8;
> ld (de),a
> add hl,de ;tileloc = begintile + tilereq*8;
> push hl ;I stoped counting at the line above this because it would
>probably
> pop ix ;be the same code for both, but if anyone can optimise
>this,
>i would
> ld b,8 ;love to hear about it
> ld a,(tilex)
> ld l,(tiley)
> call ionPutSprite
>)
>
>
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