03-03-2007, 08:03 PM
i use them all the time!
for X,Y locations! and graphic memory arrays!
i even use more detailed ones like type arrays.
eg.
a snippit for my two exit buttons from my MAPGEN.bas
0 and 1 is my button waiting and button pressed!
4*(48*16)+4 is the memory slot i needed for each pictures
Eg. PUT (100,100), exitbut(0,0), PSET
-pastes exit button one on the screen
this snippet from the same MAPGEN.bas
i have 0-25 buttons and other graphics going on the screen
and 0-1 is the X location and Y location!
eg. PUT (xandys(10,0),xandys(10,1)), exitbut(0,0), PSET
-pastes exit button one on the screen
-10 is the X and Y value i wanted the exit button
this was for my Brush for the tile painter,
0-849 = how many tiles it can hold in memory
0-1 = visable tile and mask tile
4*(16*16)+4= memmory to hold a 16x16 tile
I hope this helps a little!
if not i tryed or chalk me up to a retard, and i should keep my nose out of it!!
for X,Y locations! and graphic memory arrays!
i even use more detailed ones like type arrays.
eg.
Code:
dim shared exitbut(0 to 1,4*(48*16)+4) as byte
0 and 1 is my button waiting and button pressed!
4*(48*16)+4 is the memory slot i needed for each pictures
Eg. PUT (100,100), exitbut(0,0), PSET
-pastes exit button one on the screen
Code:
dim shared xandys(0 to 25,0 to 1) as short
i have 0-25 buttons and other graphics going on the screen
and 0-1 is the X location and Y location!
eg. PUT (xandys(10,0),xandys(10,1)), exitbut(0,0), PSET
-pastes exit button one on the screen
-10 is the X and Y value i wanted the exit button
Code:
dim shared paltool(0 to 849,0 to 1,4*(16*16)+4) as byte
0-849 = how many tiles it can hold in memory
0-1 = visable tile and mask tile
4*(16*16)+4= memmory to hold a 16x16 tile
I hope this helps a little!
if not i tryed or chalk me up to a retard, and i should keep my nose out of it!!