im making a little game, its based on "tiles", the problem started when i want to scroll the screen. Let?s say we have a 20x10 screen (of tiles), so we have a 20x10 matrix, that's ok, but let say we have a 20x10 screen and a 30x20 game level, the Visible screen is still 20x10 but the game screen is 30x20.
am i clear?
Posted on 2002-06-17 19:23:46 by IrOn
maybe you have something like the attached one?

You can do no scrolling at all on windows, you need to redraw
all tiles on each scroll step. So simply blit all tiles with an offset, or blit the whole screen some pixels around and fill the border areas with the new tiles.
Posted on 2002-06-18 03:42:32 by beaster
Nice game.
HAve you coded it?

Can you post the snippet of the redrawing tiles instead of scrolling?

Posted on 2002-06-18 13:01:19 by slop
its my creation, I have a zip with all (re)sources (site still unfinished...)

asm files are WASM based, but should work also with MASM.
Posted on 2002-06-19 03:51:41 by beaster
Got it, greet also Scholz.
Posted on 2002-06-19 13:41:53 by slop
hey, thats me :)

mov eax, "Scholz"
cmp eax, "beaster"
je Goon
Posted on 2002-06-20 04:14:12 by beaster

hey, thats me :)

mov eax, "Scholz"
cmp eax, "beaster"
je Goon

This will give you a GPF, because you try to move 56bit in a 32bit register :)
You can try this on a Itanium/Hammer tough. But the register names is different than ;)
Posted on 2002-06-20 04:41:49 by bazik
I believe Peter Quiring has written a tool that converts string constants
in mov operations into a string definition in .data and the normal
mov offset thingy... if preprocessed with that tool, beasters code
would assemble :]
Posted on 2002-06-20 08:47:12 by f0dder
What about a compressed version:

mov eax, "SCLZ"
cmp eax, "BSTR"

fits better now, but is spoken more difficult...
Posted on 2002-06-20 09:31:23 by beaster
Sorry, when I read the credits I thought you where Axel ;)

Axe db "Axel"
Ste db "Stephan"

mov eax,
mov ebx,
cmp ebx,eax
jnz GreetBothEm
Posted on 2002-06-21 12:25:24 by slop