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DarkBASIC Professional Discussion / this code still doesn't work in DBPro!

Author
Message
Kale
21
Years of Service
User Offline
Joined: 8th Sep 2002
Location: United Kingdom
Posted: 24th Oct 2002 03:02
this code still doesn't work in DBPro!!!



has something changed in the way 'set matrix tile' works or is 'prepare matrix texture' still bugged?
What the flame does not consume, consumes the flame.
----------------------------------------------------------------------
AMD XP2100+, Geforce4Ti 4400, 512Mb DDR, Abit KX7, WinXP Pro
Richard Davey
Retired Moderator
21
Years of Service
User Offline
Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 24th Oct 2002 04:19
Hi,

"Prepare matrix texture" is bugged, although it's a rather strange bug to say the least, this is what happens:

Imagine your BMP has 16 textures on it arranged 4x4. So we expect them to be numbered as follows:

1,2,3,4
5,6,7,8
9,10,11,12
13,14,15,16

What "prepare matrix texture" will do is scan across the BMP and you'll end up with this:

1,2,3,4
13,14,15,16
9,10,11,12
5,6,7,8

Weird I agree! But not impossible to code around. Basically it looks like there is a 1 row offset mucking it up, but all you need to know to get around it is:

1) The first row of tiles will be as expected (i.e. 1,2,3,4)
2) All the rest will come in reverse ascending order, starting from the bottom.

So to get to Tile 5 you jump to the last "row" of the tile set and start reading and then continue reading from left to right, decreasing the row each time.

Pain in the arse? Yes! Easy to work around? Yes. Hope this helps.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Kale
21
Years of Service
User Offline
Joined: 8th Sep 2002
Location: United Kingdom
Posted: 24th Oct 2002 15:39
thanks rich, roll on patch 3

What the flame does not consume, consumes the flame.
----------------------------------------------------------------------
AMD XP2100+, Geforce4Ti 4400, 512Mb DDR, Abit KX7, WinXP Pro

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