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Is it art?
#11
What is it that we're all interested in around here, programming? That, in itself is a form of art to me. I'd call anything that a man does to create something that doesn't destroy something else, a form of art. Hopefully those aren't plans for a nuke or something because I don't understand shit about it! :rotfl:
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#12
Quote:@ Nec: http://www.stereophile.com/amplification...299manley/
/\ Is that what that scimatic is for? :lol:
That's very possible. Smile
\__/)
(='.'=) Copy bunny into your signature to
(")_(") help him gain world domination.
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#13
[Image: Guitare.12.jpg]
Piccaso (1912)
sorry about my english
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#14
[syntax="qbasic"]Function Tru_walk ( o As _char_type, dirtemp As Integer, layout As Integer Ptr Ptr, x2 As uInteger, y2 As uInteger, psfing As Byte = 0 )


Dim As Integer layercheck, x_offset, y_offset, x_tile, y_tile, mx, my, x, y
Dim As Byte layerscan( 2 ) => { 1, 1, 1 }


unpack_1x3 ( x2, mx, x )
unpack_1x3 ( y2, my, y )


x_tile_8 = o.x \ ( mx \ 2 )
y_tile_8 = o.y \ ( my \ 2 )

x_offset_8 = o.x Mod ( mx \ 2 )
y_offset_8 = o.y Mod ( my \ 2 )

walk_grids_x = o.real_x \ 8
walk_grids_y = o.real_y \ 8

If x_offset_8 <> 0 Then walk_grids_x += 1 Else x_jmp = 1
If y_offset_8 <> 0 Then walk_grids_y += 1 Else y_jmp = 1




For layercheck = 0 To 2


Select Case dirtemp

Case 0


For crawl = 0 To walk_grids_x - 1

crawltile = ((( y_tile_8 - y_jmp ) * 8) \ 16 ) * x + ((( x_tile_8 + crawl ) * 8 ) \ 16 )
walk_index = ((( y_tile_8 - y_jmp ) Mod 2) * 2 ) + (( x_tile_8 + crawl ) Mod 2 ) + 1

layerscan( layercheck ) = layerscan( layercheck ) And _
Not Bit( layout[layercheck][crawltile], 16 - walk_index )

Next

Case 1


For crawl = 0 To walk_grids_y - 1

crawltile = ((( y_tile_8 + crawl ) * 8 ) \ 16 ) * x + ((( x_tile_8 + x_jmp + ( walk_grids_x - 1 )) * 8 ) \ 16 )
walk_index = ((( y_tile_8 + crawl ) Mod 2 ) * 2 ) + ((( x_tile_8 + x_jmp + ( walk_grids_x - 1 )) Mod 2 )) + 1

layerscan( layercheck ) = layerscan( layercheck ) And _
Not Bit( layout[layercheck][crawltile], 16 - walk_index )

Next


Case 2


For crawl = 0 To walk_grids_x - 1

crawltile = ((( y_tile_8 + y_jmp + ( walk_grids_y - 1 )) * 8) \ 16 ) * x + ((( x_tile_8 + crawl ) * 8 ) \ 16 )
walk_index = ((( y_tile_8 + y_jmp + ( walk_grids_y - 1 )) Mod 2 ) * 2) + (( x_tile_8 + crawl ) Mod 2 ) + 1

layerscan( layercheck ) = layerscan( layercheck ) And _
Not Bit( layout[layercheck][crawltile], 16 - walk_index )

Next

Case 3


For crawl = 0 To walk_grids_y - 1

crawltile = ((( y_tile_8 + crawl ) * 8 ) \ 16 ) * x + ((( x_tile_8 - x_jmp ) * 8 ) \ 16 )
walk_index = ((( y_tile_8 + crawl ) Mod 2 ) * 2 ) + (( x_tile_8 - x_jmp ) Mod 2 ) + 1

layerscan( layercheck ) = layerscan( layercheck ) And _
Not Bit( layout[layercheck][crawltile], 16 - walk_index )

Next




End Select


Next



Dim As Integer tile_free = layerscan( 0 ) And layerscan( 1 ) And layerscan( 2 )

Function = tile_free



End Function[/syntax]


~cha0s (2005) :p
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#15
Missing char_type type def.
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#16
Code:
Type _char_type As char_type_0001

Type char_type_0001

  x As Double
  y As Double

  x_origin As Integer
  y_origin As Integer

  id As Integer
  
  light_sensitive As Integer
  stun_state As Integer
  
  elite As Integer
  
  stun_return_trig as integer

  direction As Integer
  stand_dir As Integer
  
  madwalkspeed As Double
  walkspeed As Double
  walkhold As Double
  framehold As Double

  seq_release As Integer

'  info_words As uInteger

  action_sequence As Integer
  action As Integer
  
  low_frame As Double
  high_frame As Double

  degree As Double  
  radius As Integer
  grult_proj_trig As Integer
  
  home_lock_x As Integer
  home_lock_y As Integer
  
  pause As Single
  pausehold As Integer
  
  frame As Integer
  
  moving As Integer

  shifty As Integer
  shifty_lock As Integer
  shifty_state As Integer

  must_align As Integer

  trigger As Integer

  walk_length As Integer
  walk_buffer As Integer
  walk_steps As Integer

  froggy As Integer
  mad As Integer
  jumpstate As Integer
  resetstate As Integer

  resetdelay As Double
  farresetdelay As Double
  
  uni_directional As Integer
  animating As Integer

  num As Integer
  
  tileset As imageref_type_0001

  orb_hac As Integer
  line_sight As Integer

  real_x As Integer
  real_y As Integer

  thrust As Integer
  diagthrust As Integer
  thruststate As Integer

  projectiles(7) As mat
  'projectiles(3).y As uInteger
  proj_invis As Integer

  diagchase As Integer
  
  proj_style As Integer ' 1 = beam, 2 = +, 3 = x, 4 = all                  
  proj_trig As Integer
  proj_anim As Integer
  proj_time As Integer
  proj_lock As Double
  proj_dir As Integer
  proj_captdir As Integer
  proj_size As Integer
  proj_dur As Integer
  proj_over As Integer

  chap As Integer
  do_chap As Integer

  override as integer

  hit_state As Integer
                  
  losetime As Integer
  
  x_velo As Integer
  y_velo As Integer

  jump_lock As Integer
  jump_time As Double
  jump_timer As Double
  
  line_lock As Integer

  anims As Integer
  current_anim As Integer
  anim As imageref_type_0001 Ptr

  funcs As e_funcs

  lynn As Integer

  unstoppable As Integer

  vision_field As Integer

  invisible As Integer

  jump_count As Integer
  jump_counter As Integer
  
  title As Integer
  title_sel As Integer

  ounstop As Integer
  sunstop As Integer
  
  pushable As Integer

  to_map As Integer
  to_entry As Integer

  return_trig As Integer

  fade_time As Double
  fade_timer As Double
  fade_count As Integer
  
  r As Single
  g As Single
  b As Single
  
  got_pal As Integer
  
  explosions As Integer
  cur_expl As Integer
  expl_anim As Integer
  explosion (63) As mat_expl
  expl_delay As Double
  expl_timer As Double

  nocam As Integer

  switch_room As Integer

  menu_sel As Integer  
  menu_lock As Integer
  
  damaged_by As Integer
  damage_face As Integer
  
  hurt As Integer
  
  strength As Integer
  
  attacking As Integer

  weapon As Integer
  
  fly_x As Double
  fly_y As Double
  
  fly_atan As Double
  
  fly_speed As Double
  fly_timer As Double
  
  fly_hold As Integer
  
  flash_timer As Double
  flash_time As Double
  flash_count As Integer
  flash_length As Integer

  invincible  As Integer
  dead As Integer
  dead_func As Integer
  
  hp As Integer
  maxhp As Integer
  
  powder As Integer
  acting As Integer
  
  fire_weak As Integer
  ice_weak As Integer
                    
  fire_state As Integer
  ice_state As Integer
  melt As Integer
  thaw_state As Integer
  
  mace_weak As Integer                    
  star_weak As Integer                    
  
  hurt_calc As Integer
                    
  selected_item As Integer

  attack_return_trig As Integer
  
  action_func As Integer
  action_return_trig As Integer

  impassable As Integer
  proj_str As Integer
  
  fly_length As Integer
  fly_count As Integer
  
  move_lock As Integer

  sticky_chase As Integer
  
  torch As Integer

  frame_check As Integer
  
  spawns_id As Integer
  
  total_dead As Integer
                        
  drop As _char_type Ptr
  dropped As Integer
  
  d_health As Integer
  d_silver As Integer
  d_gold As Integer

  n_silver As Integer
  n_gold As Integer                        
  
  quan As Integer
  
  money As Integer
  
  dead_anim As Integer
  
  seq_here As Integer  
  seq As sequence_type Ptr
  sel_seq As Integer


  happen_trig As uInteger
  touch_sequence As Integer


End Type




(and more dependencies)

you wont be able to get it to run anyways =) until i release the full source

what you can do is try to guess how many of those vars deal with something thats hackish ahah
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