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Spooner
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Post by Spooner »

OK I have read the read me and this makes no sense to me. I don't even know where to start but I think this could work really well for Metal Gear Solid.

A list of my questions.
1. Where do I draw my sprites and how do I get it to my calc for xlib?

2. Where do I draw a map and how do I get it to my calc for xlib?

3. How do I use real?

4. And once this is up do you have to set boundaries so that it does not go into an area you do not want it to go into.


If someone wants to help me through this to make my own example I should beable to understand it enough to do it on my own. I have already made some small sprites in gif animator I just dont know what to do next.

I am sorry for having the make a topic in here. I wasn't sure where I should have put this here or help. Thanks for the great app.


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crzyrbl
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Post by crzyrbl »

did you chex out the example program that came with it? it helped me alot....
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Spooner
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Post by Spooner »

No not yet. I am assuming you can see the source on that one right. I will try to download it tonight
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Post by crzyrbl »

good luck!
here's where it is if you nd it...
http://www.ticalc.org/archives/files/fileinfo/359/35907.html
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Spooner
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Post by Spooner »

Downloaded it and still cofused. I have never used the real( function so thats why I am confused.


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crzyrbl
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Post by crzyrbl »

the real function is really used to convert imaginary numbers to real numbers. since no one really uses it that much, xLib overwrites it to make a useful basic programming tool.

As for USING this overwritten real( function, that's up to you to read his example prgm and readme to figure out cuz im not very good at explaining :D
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Post by merthsoft »

It doesn't convert imaginary numbers, it take the real part of an imaginary number, and it still works, even after xLib is installed...
Ok, the sprites you store in a picture, and the map is stored in a matrix, with the correct number matching the 8x8 sprite (the first one is in the top left corner, and is number 0, then from left to right it it 1 2 3 4 etc. and then you go down to the next row, and it starts at 12, then left to right 13 14 15 etc., just like reading)... You then use the real( token as the read me explains (real( is in the math menu, MATH:CPX:2:real( )...
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crzyrbl
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Post by crzyrbl »

Merthsoft wrote:It doesn't convert imaginary numbers, it take the real part of an imaginary number, and it still works, even after xLib is installed...

Oh? :puzzled: still works after installation does it? try real(2+3I and tell me if you get 2
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Post by basjuh »

could it be possible to somehow store the matrix in the archive cause those things are huge..
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Post by merthsoft »

crzyrbl wrote:
Merthsoft wrote:It doesn't convert imaginary numbers, it take the real part of an imaginary number, and it still works, even after xLib is installed...

Oh? :puzzled: still works after installation does it? try real(2+3I and tell me if you get 2

Oh, umm, sorry, my bad... Just don't do math with it installed :)

basjuh wrote:could it be possible to somehow store the matrix in the archive cause those things are huge..

Just don't use such a big matrix...
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Post by basjuh »

but then you would be limited to well 16x16 rooms if you have a large main program.. and i need a quite big map, but thats impossible i guess..
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Post by merthsoft »

basjuh wrote:but then you would be limited to well 16x16 rooms if you have a large main program.. and i need a quite big map, but thats impossible i guess..

I use 16x24, just use multiple maps...
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crzyrbl
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Post by crzyrbl »

just create prgms that make the maps then use zflash or flashgordon to archive to ones not being used
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Post by tr1p1ea »

Sorry if things are hard to understand ... to use tilemaps and sprites etc in BASIC you still have to know the theory of how they work (kinda).

I will be including a tutorial which will show you step-by-step how to make a simple tilemap moving engine with a sprite and collisions. But that wont be for another few versions.
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Post by dysfunction »

Perhaps I could help with that, if I have time... I think I have a solid grasp of the theory behind spriting.
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