Re: A86: Question on tile maps
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Re: A86: Question on tile maps
what does your map look like when displayed? I'm not much for reading that
code and seeing what it looks like. I'll look into that routine.
BlAsTo1414
>
> unfortunately, i don't know too much about tile maps. i do know that in
> order to make a map, you make like how i made it down below (i think). in
> order to put it to the screen, there is a routine on 86 central-
> http://ti86.acz.org.
> akshay
> ----- Original Message -----
> From: <BlAsTo1414@aol.com>
> To: <assembly-86@lists.ticalc.org>
> Sent: Tuesday, January 26, 1999 7:28 PM
> Subject: Re: A86: Question on tile maps
>
>
> >
> >what kind of a program are you writing? I see that you are using a map,
so
> I
> >am assuming you are writing a game. since no one else would help me, I'll
> ask
> >you. How would I make a map(for a game like Chips Challenge{tiles also})
> >print it to the screen and move a sprite over top of it? I also need to
> know
> >how to check for collisions with other spites. ANY help on ANY of these
> >questions would be appreciated SO much. :-)
> >
> >Thank you,
> >BlAsTo1414
> >
> >
> >> i have a question for tile maps. suppose i have the following map:
> >> Map1:
> >> .db $1,$1,$1,$1,$1,$1,$1,$1,$1,$1,$1,$1,$1,$1,$1,$1
> >> .db $1,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$1
> >> .db $1,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$1
> >> .db $1,$0,$0,$0,$0,$0,$2,$2,$2,$0,$0,$0,$0,$0,$0,$1
> >> .db $1,$0,$0,$0,$0,$0,$2,$2,$2,$0,$0,$0,$0,$0,$0,$1
> >> .db $1,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$1
> >> .db $1,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$1
> >> .db $1,$1,$1,$1,$1,$1,$1,$1,$1,$1,$1,$1,$1,$1,$1,$1
> >>
> >> if i do the following:
> >> ld hl,Map1
> >> inc hl
> >>
> >> would hl contain the first element of the map? or when i load hl with
> the
> >> map, does it already point to the first element? Also, <add hl,de>
would
> >> move to the next row right? (de has 16 in it).
> >>
> >> thanks
> >> akshay
> >>
> >
> >