19 October 2016, 12:37 | #41 | |
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CludgeBitMap BitMap#,Width,Height,Depth,Memory
Quote:
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15 March 2017, 17:07 | #42 |
Phone Homer
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Using GetShape I cant seem to go beyond 100 Shapes?(there 16*16) tiles.
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15 March 2017, 17:18 | #43 |
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Check in the Compiler settings, there's a section where you specify limits for every object type. Shapes might be set to 100. You can set it to any value up to 255 IIRC, though do you really need them all at the same time?
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15 March 2017, 17:20 | #44 |
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Ok thanks, this is a problem im loading a Rytpe map and have 570 tiles
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15 March 2017, 17:25 | #45 |
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Well try setting it to 600 and see if it works. I vaguely remember something about the limit being 255, but I can't be sure that's the case. I've never tried to get anything near that, the closest I've come is around 200 MUI elements, and I've never used more than 20 or 30 shapes, though I've also never done a complicated tiled game.
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15 March 2017, 17:39 | #46 |
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Ok here are the options I can see from the Menu
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15 March 2017, 17:41 | #47 |
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15 March 2017, 17:43 | #48 |
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15 March 2017, 18:49 | #49 |
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Ok endless scroll of R-Type II Level 4 attached(use joystick Right to scroll) below but im getting corruption I think this is because colour 0/Black is being Blitted transparrent when I Paste my Icons so I dont want transparency - how can I turn this off?
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15 March 2017, 21:21 | #50 |
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Yep, it looks like that. There isn't a way of turning that transparency off as such - colour 0 is transparent as standard in the Amiga hardware during normal blitting. What you can do, since you're tiling, is use the Block command instead of Blit. As far as I remember it doesn't use transparency, so should work. But its use is restricted - it must only be used with tiles a multiple of 16 pixels wide, and at X co-ordinates that are a multiple of 16 too. Since your tiles are 16x16 this shouldn't be a problem, and if Block is suitable for you, it has the added advantage of being faster than Blit.
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16 March 2017, 15:09 | #51 |
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That works brilliant thank you
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17 March 2017, 11:20 | #52 |
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The biggest problem with the corkscrew compared with the jump back method although they both have there plus and cons is that Bob clipping is needed to display a bob anywhere especially on something like a Space shooter - but I think I read something about a Bob Clip command in blitz.
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17 March 2017, 11:34 | #53 |
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Yep, there's a ClipBlit command, which is equivalent to the standard Blit command, except it doesn't try to write beyond the bounds of the bitmap. I haven't used it myself, so I don't know how much slower it is...
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17 March 2017, 11:41 | #54 |
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Yeah the manual states its slower but with the corkscrew you need to clip the bob on the edge of the wrap around - although the screw is very easy to write the clipping is a another level of complexity, opposed the the Jump back scrolling and moving all our Bobs to the new position.
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