Hello,

I found an interesting topic a while ago here on Cemetech:

https://www.cemetech.net/forum/viewtopic.php?t=8465&start=0&postdays=0&postorder=asc&highlight=

I was reading through the posts and followed along with the code until I reached the end, where apparently in order for this project to move forward it needed to be a scrolling game.

I am kind of lost on how this is to be done in Axe. As far as I understand, you need to make a camera window with coordinates, and then scroll around the map with that based on where the player is?

Is there a simple example of this somewhere (preferably in Axe) that I could see?


I plan on finishing this project that this guy started, but apparently he hasn't been active in a long time.

My code currently:

ROGUESRC

Code:

.ROGUE A roguelike
prgmFLOR2SRC
DiagnosticOff
[3C409EA2A29E423C]->Pic100
3->X->Y
Repeat getKey(15)
If getKey(4)?TCh(X,Y-1)
Y--
ElseIf getKey(1)?TCh(X,Y+1)
Y++
ElseIf getKey(2)?TCh(X-1,Y)
X--
ElseIf getKey(3)?TCh(X+1,Y)
X++
ElseIf getKey(48) and getKey(14)?TCh(X,Y)=2
1->X->Y
End
Lbl DP
For(B,0,7)
For(A,0,11)
Pt-Off(A*8,B*8,{V+B*16+(A+U)+GDB0}*8+Pic000)
.Pt-Off(A*8,B*8,{<y_offest>+B*16+(A+<x_offset>)+GDB0}*8+Pic000)
.Pt-Off(A*8,B*8,{V+B*16+(A+U)+GDB0}*8+Pic000)
End
End
Pt-Off(X*8,Y*8,Pic100)
DispGraph
End
Return
Lbl TCh
Return {[r2]*16+[r1]+GDB0}
.Return {[r2]*12+[r1]+GDB0}
Return


FLOR1SRC

Code:

.FLOOR1
[00247E24247E2400]->Pic000
[0000000000001818]->Pic001
[C0300C03030C30C0]->Pic002
[000000000000000000000000]->GDB0
[000101010101010101010100]
[000100010100000000000100]
[000101000100010101000100]
[000101000100020101010100]
[000100010100000000000100]
[000101010101010101010100]
[000000000000000000000000]


FLOR2SRC (this one I'm trying to get scrolling)

Code:

.FLOOR2
[00247E24247E2400]->Pic000
[0000000000001818]->Pic001
[C0300C03030C30C0]->Pic002
[00000000000000000000000000000000]->GDB0
[00010101010101010101010101010000]
[00010000010101010101010000010000]
[00010101010101010101010101010000]
[00010101010100010001010101010000]
[00010101010101020101010101010000]
[00010101010101020101010101010000]
[00010101010100010001010101010000]
[00010101010101010101010101010000]
[00010000010101010101010000010000]
[00010101010101010101010101010000]
[00000000000000000000000000000000]
There was the pokemon map sample that runer made. I haven't seen it or ran it in a while, but it's a pretty good example of a tilescroller with grayscale.
Here's a link to the download of graylib, I don't know why I can't make it a url. The program should be called GPKMNSRC and there's a commented version too.

https://www.omnimaga.org/ti-z80-calculator-projects/(axe-library)-graylib-(nearly)-perfect-grayscale/?action=dlattach;attach=15977
  
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