Re: A86: Question on tile maps
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Re: A86: Question on tile maps
I'm not much for explaining, and my system of tilemaps is probably not that
great. But, something that I have used with tilemaps seems to be quite
effective and I wanted to share it...
Store all of your sprites for the map in one big area of memory, with only
a label at the starting, like this:
Map_Tiles:
.db %00000000 ; blank ( #0 )
.db %00000000
.db %00000000
.db %00000000
.db %00000000
.db %00000000
.db %00000000
.db %00000000
.db %11111111 ; bricks ( #1 )
.db %00100000
.db %00100000
.db %11111111
.db %00000010
.db %00000010
.db %11111111
.db %11111111
...etc
As you can see there is only the one label (and comments to assist you).
Then when you read the map array, whatever the # in a specific array
element is, is the # of the sprite you want to use. So you just multiply
that number by 8 (8 bytes/sprite) and add that to Map_Tiles to point the
the correct sprite.
I found this method bypasses the use of many cp's. It might also work well
to use a table, which I never bothered to try.
I hope this helps you in some way. I'm sorry I can't help you with the
reading/drawing of the map.
Dave
At 08:19 PM 1/26/99 -0800, you wrote:
>
>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
>>>
>>
>>
>
>
>
>
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