Re: LZ: Mapping Question


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Re: LZ: Mapping Question



Erik Huizing wrote:
> 
>  Here's a pretty simple way of doing what I think you want to do:
>  i) use a sprite table. If you're got sprites say, called spriteA,
> spriteB, spriteC and spriteE, and in your program, you'd put something
> like this:
> SpriteTable:
> .dw spriteA, spriteB, spriteC, spriteE ; etc
> now spriteA corresponds to what would be a 0 on the map, spriteB=1, etc
> Your map should just be a bunch of numbers corresponding to which sprite
> to draw.
> 
> to fetch a sprite, do something like this:
> ld a, (hl) ; where hl points to the location on the map you want to read
> ld d, 0
> ld e, a
> ld hl, spriteTable
> CALL LD_HL_MHL
> add hl, de
> ld de, (PROGRAM_ADDR)
> add hl, de ; there's the sprite
> 
> I'm not totally sure this works, but I think it should.
> 
>                                         Erik Huizing
>                                         ehuizing@acs.ucalgary.ca
>                                         http://www.ucalgary.ca/~ehuizing
> 
> On Wed, 28 May 1997, Jim Reardon wrote:
> 
> Okay, I have a routine that will stepwise draw 8x8 sprites along the
> screen, now my question is how I would make this routine read data from a
> map, and baised on that decide what sprite to draw.
> 
> Would I have to use a bunch of cp's to determine it or is it possible to
> use a lookup table with the memory addresses of the sprites baised on the
> number they are assigned?
> 
> Basically I want to be able to make a map sorta like how Slippy's is laid
> out.
> 
> Help is greatly appreciated.
> 
> ALSO: is there any way to still join LZA?
> 
> Jim Reardon
> jim.reardon@juno.com
> Viva La Mexico
> http://pages.prodigy.net/eviljim/
> We all come into the world the same way - naked, screaming, covered in
> blood.  But if you live your life right, that kind of thing doesn't have
> to end there.
two things:  CALL should be lowercase :).  Second, I can't remember what
LD_HL_MHL does.  What does it do again?

Buddy Smith
buddy.smith@usa.net


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