Re: A83: Tile maps


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Re: A83: Tile maps




This is the TCPA's tilemap routine, used in Dragonquest Dungeon, IceClimb, 
and chicken shoot(?).

The tilemap format is like:

Tilemap:
  .db 1,2,3,4,5,6,7,8,9,10,11,12
  .db 5,5,5,5,5,5,5,5,0,0,0,0
  .db 5,0,0,0,0,0,0,5,.....

DisplayTileMap:
;de = location of tilemap, can be varied
	ld hl, plotsscreen
	ld bc, 8*256+0
DrawmapLoop:
	ld a, (de)
	push de
	push hl
	ld l, a
	ld h, 0
	add hl, hl
	add hl, hl
	add hl, hl
	ld de, sprites
;For variable tilesets change the above line to ld de,(tileset)
;and make tileset equal to a location of sprites
	add hl, de
	ex de, hl
	pop hl
	push bc
	ld b, 8
	push hl
DrawmapLoop2:
	ld a, (de)
	ld (hl),a
	inc de
	push bc
	ld bc, 12
	add hl, bc
	pop bc
	djnz DrawmapLoop2
	pop hl
	pop bc
	pop de
	inc de
	inc hl
	inc c
	ld a, c
	cp 12
	jr nz, Drawmaploop
	ld c,0
	push de
	ld de, 7*12
	add hl, de
	pop de
	djnz Drawmaploop
	ret


>From: Jeff Ruud <pyroboy_04@yahoo.com>
>Reply-To: assembly-83@lists.ticalc.org
>To: assembly-83@lists.ticalc.org
>Subject: A83: Tile maps
>Date: Sun, 14 Jan 2001 14:08:06 -0800 (PST)
>
>
>Can someone please explain to me how tile maps work on the 83+, and give me 
>an example with commented code?  I really want to know how to do this with 
>asm.  Thanks for all the help.
>
>~Jeff
>
>
>
>---------------------------------
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