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/ Amoszine 9 / Amoszine 9 (Disk 3 of 3).adf / AJC_IFF_TUTORIAL.lha / CYO3DRPGG10.IFF (.png) < prev    next >
IFF Interleaved Bitmap Image  |  1995-09-11  |  19KB  |  640x256  |  4-bit (4 colors)
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OCR: NOW TO TRANSFORM 2d into 3d! --- > GET THOSE COORDINATES AT HAND! 14 15 16 17 18 <- Although this ROW of WALLS may be entirely obliterated by the one in front of it, the whole lot is STILL drawn, 10 11 12 13 This is how game elements and monsters in 3d RPGS manage to clip themselves off behind what LOOKS to be the correct 6 7 8 WALLS, etc. In actual fact, they're just being PASTED on 3 4 5 top of existing graphics, then NEW graphics ontop of THEM until the view is COMPLETE! This routine is performed 2 several times a SECOND via SCREENCOPY, so it looks to be For TMS=1 to 18 incredibly clever! RW=ROW (_ROWSEQUENCE ( TMS )) <--- _ ROWSEQUENCE() should contain the order the Gosub 0+RW*100 blocks are to be SCANNED (see earlier!) Next TMS 101 Paste Bob X,Y ,? : Return The NUMBER of the BLOCK in 102 Paste Bob X, Y ,? : Return front of you is x100, then 103 Paste bob X, Y ,? : Paste Bob X, Y, ? : Return depending WHERE it is (ROWs 104 Paste Bob ... etc. (flat & side pieces) 1-18) the program GOSUBS to << insert your own DATA of course!>> that particular line of DATA. WHY BOBS NOT ICONS? Because BOBS 118 Paste Bob X,Y ,? : Return can FLIP, ICONS CAN'T! Simple! Tips: DOUBLE BUFFER your drawing screen, then turn AUTOBACK to 0 and draw all your graphics (above routine), Wait vbl : Screenswap Logic to Physic next!