lol forgot about this,
here's how it works
Str1 stores the map, length(Str1) must be a multiple of 60.
R is the number rows of screens you have, C is the number of columns of screens you have, in other words, R*C*60 must equal length(Str1)
prgmADVSPRTE draws the sprite number stored in Ans, if Ans is not a valid sprite number nothing happens. It should be replaced with your own sprite drawing routine which takes the X and Y coordinates in X and Y and Ans as the sprite number to draw, however I recommened modeling this routine after the way it is setup in the current prgmADVSPRTE.
prgmADVRDW selects the tile to draw at sub(Str1,X,1) based on the index of the token at sub(Str1,X,1) in Str2.
This means Str1 mus consist entirely of characters in Str2.
http://rancidmoose.unitedti.org/members/software/ticalc/map.zip
oh yeah, and prgmADVMAP itself is where the key detection goes, so thats where you should insert anyother sorts of key detection you want
here's how it works
Str1 stores the map, length(Str1) must be a multiple of 60.
R is the number rows of screens you have, C is the number of columns of screens you have, in other words, R*C*60 must equal length(Str1)
prgmADVSPRTE draws the sprite number stored in Ans, if Ans is not a valid sprite number nothing happens. It should be replaced with your own sprite drawing routine which takes the X and Y coordinates in X and Y and Ans as the sprite number to draw, however I recommened modeling this routine after the way it is setup in the current prgmADVSPRTE.
prgmADVRDW selects the tile to draw at sub(Str1,X,1) based on the index of the token at sub(Str1,X,1) in Str2.
This means Str1 mus consist entirely of characters in Str2.
http://rancidmoose.unitedti.org/members/software/ticalc/map.zip
oh yeah, and prgmADVMAP itself is where the key detection goes, so thats where you should insert anyother sorts of key detection you want