Re: A83: Joltima Background


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Re: A83: Joltima Background




justin explained all of this on his site.  The maps are compressed, having
4bits per tile normally, and 1 bit per tile in cave (either floor or wall)

the map looks like this uncompressed, with each byte corresponding to a
different sprite (a nice rhyme to embed it in your head)

 .db 1,1,1,1,1,1,1,1,1
 .db 1,0,0,0,0,0,0,0,1
 .db 1,0,2,2,0,0,3,0,1
 .db 1,0,2,4,0,5,5,5,5
 .db 1,0,0,0,0,0,0,0,1
 .db 1,1,1,1,1,1,1,1,1

-Harper Maddox

jerky@ebicom.net
IRC nick: Geori
ICQ: 1214597

-----Original Message-----
From: Alan C Johnson <benjamin99@juno.com>
To: assembly-83@lists.ticalc.org <assembly-83@lists.ticalc.org>
Date: Monday, September 14, 1998 5:15 PM
Subject: Re: A83: Joltima Background


>
>i think he made a huge map, where the pixels each represented a type of
>landform for a sprite.  Then he had a routine look over the map, take an
>area of it thesize of the map-square diminsions of the screen, found out
>where you are currently on the map, and then plotted the correct landform
>sprites.  I think he might of also compressed the map.  Look at the
>readme and e--mail him.  He would know best
>
>>
>>Then how did he do it? OT messages get more replies than mine.
>>Maybe I'll just start asking OT questions constantly, then I can get
>>some
>>answers.
>>Like: How do you get Cloud Strife in Final Fantasy Tactics?
>>Watch now everyone is going to tell me how to do it.
>>
>
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