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?
am i clear?
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.
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.
Nice game.
HAve you coded it?
Can you post the snippet of the redrawing tiles instead of scrolling?
Thanx
HAve you coded it?
Can you post the snippet of the redrawing tiles instead of scrolling?
Thanx
its my creation, I have a zip with all (re)sources here:asm.dp4.de (site still unfinished...)
asm files are WASM based, but should work also with MASM.
asm files are WASM based, but should work also with MASM.
Got it, greet also Scholz.
hey, thats me :)
mov eax, "Scholz"
cmp eax, "beaster"
je Goon
mov eax, "Scholz"
cmp eax, "beaster"
je Goon
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 ;)
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 :]
in mov operations into a string definition in .data and the normal
mov offset thingy... if preprocessed with that tool, beasters code
would assemble :]
What about a compressed version:
mov eax, "SCLZ"
cmp eax, "BSTR"
fits better now, but is spoken more difficult...
mov eax, "SCLZ"
cmp eax, "BSTR"
fits better now, but is spoken more difficult...
Sorry, when I read the credits I thought you where Axel ;)
.data
Axe db "Axel"
Ste db "Stephan"
.code
mov eax,
mov ebx,
cmp ebx,eax
jnz GreetBothEm
.data
Axe db "Axel"
Ste db "Stephan"
.code
mov eax,
mov ebx,
cmp ebx,eax
jnz GreetBothEm