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03-30-2023, 01:57 PM
(This post was last modified: 03-30-2023, 02:42 PM by madscijr.)
(03-29-2023, 05:37 PM)RokCoder Wrote: Code: (Select All) $LET HI_RES = 1
...
$IF HI_RES THEN
First, a simple question about this (probably more of a general QB64PE question).
In QB64/PE, isn't the boolean TRUE value -1?
Because the program is setting HI_RES to 1, not -1, and it still evaluates to true.
Did QB64 & QB64PE always evaluate both -1 and 1 to true, and I just never noticed?
Example:
Code: (Select All) Const FALSE = 0
Const TRUE = Not FALSE
Const HI_RES = 1
Cls
Print "FALSE = " + _Trim$(Str$(FALSE))
Print "TRUE = " + _Trim$(Str$(TRUE))
Print "HI_RES = " + _Trim$(Str$(HI_RES))
Print
If HI_RES Then
Print "HI_RES evaluates to true"
Else
Print "HI_RES evaluates to false"
End If
Print
Print "press any key to continue"
Sleep
System
(03-29-2023, 05:37 PM)RokCoder Wrote: 3) There was a lot of code scattered around that required tweaking so it wasn't a simple case of increasing TILE_WIDTH and TILE_HEIGHT. To simplify it a little I added a TILE_SCALE so that all the original position placements and calculations didn't need modifying - just the actual rendering to the virtual screen display.
Code: (Select All) $IF HI_RES THEN
CONST TILE_SCALE = 2
$ELSE
CONST TILE_SCALE = 1
$END IF
4) I added a bunch of pre-processor settings so that it's easy to switch gaming modes around. All of your modifications are included in these -
Code: (Select All) $LET HI_RES = 1
$LET WIDESCREEN = 1
$LET SPEED_CONTROLS = 0
$LET EXTRA_BOMBS = 0
$LET EXTRA_LIVES = 1
$LET FREE_ROAMING_SHIP = 0
So if we want to try x4 resolution, we need to set both TILE_SCALE and HI_RES, right? Like this:
Code: (Select All) $IF HI_RES THEN
CONST TILE_SCALE = 4
...
$LET HI_RES = 1
My final question is about the background stars. A few seconds into the game, the sky turns from black to gray. Is this supposed to happen? How can we keep the sky black?
The game starts out with black skies:
But then around the time the ship flies over the 2nd hill, this happens:
Like the song says, " Grey skies are gonna clear up, put on a happy face!" LoL
Thanks again for all the work you put into this and your time with helping to customize it!
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(03-30-2023, 01:57 PM)madscijr Wrote: First, a simple question about this (probably more of a general QB64PE question).
In QB64/PE, isn't the boolean TRUE value -1?
Because the program is setting HI_RES to 1, not -1, and it still evaluates to true.
Did QB64 & QB64PE always evaluate both -1 and 1 to true, and I just never noticed?
My assumption is that QB64pe, as with many other languages, has zero as false and non-zero as true. That said, in general I would always define FALSE as zero and TRUE as NOT FALSE.
(03-30-2023, 01:57 PM)madscijr Wrote: So if we want to try x4 resolution, we need to set both TILE_SCALE and HI_RES, right? Like this:
Code: (Select All) $IF HI_RES THEN
CONST TILE_SCALE = 4
...
$LET HI_RES = 1
That is true as it currently stands. Setting HI-RES to zero will result in using the original sprite sheet (which will have a TILE_SCALE of 1). Set HI_RES to 1 to use your own sprite sheet and set TILE_ZOOM to whatever factor your sprite sheet is scaled up by from the original.
(03-30-2023, 01:57 PM)madscijr Wrote: My final question is about the background stars. A few seconds into the game, the background turns from black to gray. Is this supposed to happen? How can we keep the background black?
I imagine the palettes have been messed up somewhere along the line. The way the original works is to update four colours of the eight colour palette when it's doing the palette updates. That's why you have the set of sprites in the sprite sheet that are in four colours of grey - they're the ones that are assigned different colours from time to time. As you're basically updating all of the sprites and disregarding any use of palette switching, you might as well use the HI-RES setting to disable palette switching completely when set to 1.
(03-30-2023, 01:57 PM)madscijr Wrote: Thanks again for all the work you put into this and your time with helping to customize it!
You are more than welcome. I'm thoroughly enjoying watching this variant progress!
RokCoder - dabbling in QB64pe for fun
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03-30-2023, 02:44 PM
(This post was last modified: 03-30-2023, 03:05 PM by madscijr.)
(03-30-2023, 02:35 PM)RokCoder Wrote: (03-30-2023, 01:57 PM)madscijr Wrote: My final question is about the background stars. A few seconds into the game, the background turns from black to gray. Is this supposed to happen? How can we keep the background black?
I imagine the palettes have been messed up somewhere along the line. The way the original works is to update four colours of the eight colour palette when it's doing the palette updates. That's why you have the set of sprites in the sprite sheet that are in four colours of grey - they're the ones that are assigned different colours from time to time. As you're basically updating all of the sprites and disregarding any use of palette switching, you might as well use the HI-RES setting to disable palette switching completely when set to 1.
Thanks for your quick reply. I think what's happening is when a bomb hits, the screen flashes as part of the explosion effect, but it isn't returning to black.
^^^ after trying it some more, I don't think that's happening, I am not sure what is turning the screen gray after a few seconds!
I'm not sure where in the code the palette switching is happening, if you get a minute to point out which line(s) need changing, that would be great.
^^^ Update #2: I think I found it, if anything else needs changing let me know:
Code: (Select All) Sub NextPalette
$IF HI_RES THEN
Exit Sub ' UNTIL WE CAN FIX THE SCREEN TURNING GRAY?
$END IF
SetPalette (game.currentPalette% + 1) Mod 7
End Sub
Thanks again!
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(03-30-2023, 02:44 PM)madscijr Wrote: (03-30-2023, 02:35 PM)RokCoder Wrote: (03-30-2023, 01:57 PM)madscijr Wrote: My final question is about the background stars. A few seconds into the game, the background turns from black to gray. Is this supposed to happen? How can we keep the background black?
I imagine the palettes have been messed up somewhere along the line. The way the original works is to update four colours of the eight colour palette when it's doing the palette updates. That's why you have the set of sprites in the sprite sheet that are in four colours of grey - they're the ones that are assigned different colours from time to time. As you're basically updating all of the sprites and disregarding any use of palette switching, you might as well use the HI-RES setting to disable palette switching completely when set to 1.
Thanks for your quick reply. I think what's happening is when a bomb hits, the screen flashes as part of the explosion effect, but it isn't returning to black.
^^^ after trying it some more, I don't think that's happening, I am not sure what is turning the screen gray after a few seconds!
I'm not sure where in the code the palette switching is happening, if you get a minute to point out which line(s) need changing, that would be great.
^^^ Update #2: I think I found it, if anything else needs changing let me know:
Code: (Select All) Sub NextPalette
$IF HI_RES THEN
Exit Sub ' UNTIL WE CAN FIX THE SCREEN TURNING GRAY?
$END IF
SetPalette (game.currentPalette% + 1) Mod 7
End Sub
Thanks again!
An alternative would be to put the IF HI_RES THEN around the code in SetPalette. That would ensure you're always using the default palette for everything. I really don't think you're going to want any palette changes in there as they could easily impact the new graphics you're adding.
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03-30-2023, 03:41 PM
(This post was last modified: 03-30-2023, 03:47 PM by madscijr.)
(03-30-2023, 02:35 PM)RokCoder Wrote: (03-30-2023, 01:57 PM)madscijr Wrote: So if we want to try x4 resolution, we need to set both TILE_SCALE and HI_RES, right? Like this:
Code: (Select All) $IF HI_RES THEN
CONST TILE_SCALE = 4
...
$LET HI_RES = 1
That is true as it currently stands. Setting HI-RES to zero will result in using the original sprite sheet (which will have a TILE_SCALE of 1). Set HI_RES to 1 to use your own sprite sheet and set TILE_ZOOM to whatever factor your sprite sheet is scaled up by from the original.
Last comment for now (I swear, lol) - I tried this with the 4x sprite sheet, and it runs, and looks good, but is slow (at least on this computer, which isn't the newest, an old Microsoft Surface Pro 3 with 8 GB RAM and whatever gen i7 processor from 2014/15). I'm fine with the 2x resolution, but would be curious what else can be done to speed it up. Maybe if the game were updated to use hardware images? About a year ago, I was looking for a way to speed up the graphics in a game I was working on, and SMcNeill showed that hardware images are dramatically faster (you can see the original thread here). Try running the following code, which is a demo of hardware images, and a speed test comparing various methods I was experimenting with to find a faster way to draw multicolored tiles. When you run, you'll see a menu. Press "1" for the speed comparison, and "2" for Steve's hardware images tutorial/demo (the other options were just more tests and demos). You'll see how much faster the hw images are:
Code: (Select All) ' ################################################################################################################################################################
' Speed tests and demos of various methods draw a 2-color 8x8 tile
' From thread:
' Re: fastest way to draw a 2-color 8x8 tile (with variable colors)?
' https://qb64forum.alephc.xyz/index.php?topic=4674.msg140904#msg140904
' ################################################################################################################################################################
' ===============================================================================
' GLOBAL CONSTANTS
' ===============================================================================
' BOOLEAN VALUES
Const FALSE = 0
Const TRUE = Not FALSE
' ===============================================================================
' USER DEFINED TYPES
' ===============================================================================
' UDT TO HOLD COORDINATES FOR DRAWING A RECTANGLE
Type RectangleType
x1 As Integer ' start x
y1 As Integer ' start y
x2 As Integer ' end x
y2 As Integer ' end y
PixelCount As Integer
IsActive As Integer
End Type ' RectangleType
Type DrawCompareType
IndexList As String
ShapeCount As Integer
PixelCount As Integer
IsActive As Integer
End Type ' DrawCompareType
' UDT FOR PRECALCULATED TILESHEET
Type TileSheetMapType
xStart As Integer
xEnd As Integer
yStart As Integer
yEnd As Integer
End Type
' UDT FOR PRECALCULATED TILE MAP
Type TileMapType
xPos As Integer
yPos As Integer
End Type
' ===============================================================================
' GLOBAL VARIABLES
' ===============================================================================
Dim Shared m_bDebug As Integer: m_bDebug = TRUE ' ENABLES/DISABLES CONSOLE WINDOW AND DebugPrint
Dim Shared m_ProgramPath$: m_ProgramPath$ = Left$(Command$(0), _InStrRev(Command$(0), "\"))
Dim Shared m_ProgramName$: m_ProgramName$ = Mid$(Command$(0), _InStrRev(Command$(0), "\") + 1)
Dim Shared m_arrLineTiles(0 To 255, 0 To 32) As RectangleType
' Used for Steve's very different custom screen:
Dim Shared m_TileHw As Long
Dim Shared m_FontHw As Long
Dim Shared m_ScreenArray(99, 74) As _Unsigned Long ' Here, I'm creating a screen array to hold the information of EVERY character I place onto the screen, and its tile
' ===============================================================================
' LOCAL VARIABLES
' ===============================================================================
Dim in$
' ****************************************************************************************************************************************************************
' ACTIVATE DEBUGGING WINDOW
If m_bDebug = TRUE Then
$Console
_Delay 4
_Console On
_Echo "Started " + m_ProgramName$
_Echo "Debugging on..."
End If
' ****************************************************************************************************************************************************************
' ===============================================================================
' START THE MAIN ROUTINE
' ===============================================================================
main
' ===============================================================================
' FINISH
' ===============================================================================
Screen 0
Print m_ProgramName$ + " finished."
Input "Press <ENTER> to continue", in$
' ****************************************************************************************************************************************************************
' DEACTIVATE DEBUGGING WINDOW
If m_bDebug = TRUE Then
_Console Off
End If
' ****************************************************************************************************************************************************************
System ' return control to the operating system
End
' ################################################################################################################################################################
' BEGIN MAIN MENU
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
Sub main
Dim RoutineName As String: RoutineName = "main"
Dim in$
Dim bFinished As Integer: bFinished = FALSE
Dim result$: result$ = ""
Do
Screen 0: _ScreenMove 0, 0
Cls
Print m_ProgramName$
Print
Print "RE: fastest way to draw a 2-color 8x8 tile (with variable colors)?"
Print
Print "1) DrawingSpeedTest7"
Print
Print "2) HardwareImageDemo2"
Print
Print "3) GetAllPossibleShapesTest"
Print "4) FindOptimizedVectorTest - find minimum shapes to draw a tile"
Print "5) GetVectorTilesTest"
Print "6) MakePaletteImageTest"
Print "7) DrawVectorTilePutImageTest"
Print
Print "A) TestCustomHardwareScreen1"
Print "B) ^ instructions"
Print
Print "C) TestSoftwareScreen1"
Print "D) ^ instructions"
Print "E) TestCustomHardwareScreen2"
Print
Print "Q) Exit program"
Do
in$ = InKey$
If UCase$(in$) = "Q" Then
bFinished = TRUE: Exit Do
ElseIf UCase$(in$) = "1" Then
DrawingSpeedTest7: Exit Do
ElseIf UCase$(in$) = "2" Then
HardwareImageDemo2: Exit Do
ElseIf UCase$(in$) = "3" Then
GetAllPossibleShapesTest: Exit Do
ElseIf UCase$(in$) = "4" Then
FindOptimizedVectorTest: Exit Do
ElseIf UCase$(in$) = "5" Then
GetVectorTilesTest: Exit Do
ElseIf UCase$(in$) = "6" Then
MakePaletteImageTest: Exit Do
ElseIf UCase$(in$) = "7" Then
DrawVectorTilePutImageTest: Exit Do
ElseIf UCase$(in$) = "A" Then
TestCustomHardwareScreen1: Exit Do
ElseIf UCase$(in$) = "B" Then
ShowInstructions (GetInstructions1$): Exit Do
ElseIf UCase$(in$) = "C" Then
TestSoftwareScreen1: Exit Do
ElseIf UCase$(in$) = "D" Then
ShowInstructions (GetInstructions2$): Exit Do
ElseIf UCase$(in$) = "E" Then
TestCustomHardwareScreen2: Exit Do
End If
Loop
Loop Until bFinished = TRUE
End Sub ' main
' ################################################################################################################################################################
' END MAIN MENU
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN DRAWING SPEED TEST
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
Sub DrawingSpeedTest7
Dim sError As String: sError = ""
Dim imgScreen As Long ' the main display
Dim imgHardwareScreen As Long ' copy of the software screen, transformed into a hardware image
Dim imgTiles As Long ' original tileset, black on transparent
Dim imgHardwareTiles As Long ' copy of the tileset, tranformed into a hardware image
Dim imgTilesRed As Long ' colored tileset copy
Dim imgTilesGreen As Long ' colored tileset copy
Dim imgTilesBlue As Long ' colored tileset copy
Dim imgTilesYellow As Long ' colored tileset copy
Dim imgColorTiles As Long ' holds 4 copies of tileset in different colors (red, green, blue, yellow)
Dim imgTilesAllColorsSW As Long ' holds n copies of tileset in all combinations of specified foreground/background colors
Dim imgTilesAllColorsHW As Long ' copy of the tileset, tranformed into a hardware image
Dim imgPalette As Long ' contains palette of colors
Dim imgPaletteHW As Long ' hardware image of palette of colors
Dim iTileNum As Integer
Dim iFgColorIndex As Integer: iFgColorIndex = 0
Dim iBgColorIndex As Integer: iBgColorIndex = 0
Dim iFirstColor As Integer: iFirstColor = 0
Dim iLastColor As Integer: iLastColor = 3
'Dim iCols As Integer
'Dim iRows As Integer
Dim iY As Integer
Dim iX As Integer
Dim fgColor As _Unsigned Long
Dim bgColor As _Unsigned Long
Dim iMinY As Integer
Dim iMaxY As Integer
Dim iMinX As Integer
Dim iMaxX As Integer
Dim iCount1 As Long
Dim iCount2 As Long
Dim iCount3 As Long
Dim iCount4 As Long
Dim iCount5 As Long
Dim iCount6 As Long
Dim iCount7 As Long
Dim iCount8 As Long
Dim t# ' for timer
Dim arrColor(0 To 5) As _Unsigned Long
Dim arrColors(-1) As _Unsigned Long ' supported colors for COLORED TILESET COPIES v2
ReDim arrTileIndex(-1) As Long ' stores x positions for tiles (0-255) for COLORED TILESET COPIES v2
ReDim arrColorIndex(-1, -1) As Long ' stores y positions for (fgColorIndex, bgColorIndex) for COLORED TILESET COPIES v2
Dim iFirstColor2 As Integer
Dim iLastColor2 As Integer
' ================================================================================================================================================================
' INIT SCREEN
' ================================================================================================================================================================
imgScreen = _NewImage(1024, 768, 32): _ScreenMove 0, 0
Screen imgScreen
Cls , cGray
'iCols = _Width(imgScreen) \ 8
'iRows = _Height(imgScreen) \ 8
iMinX = 1: iMaxX = 16
iMinY = 3: iMaxY = 18
' ================================================================================================================================================================
' INITIALIZE NEUTRAL COLOR GRAPHICS TILES (BLACK ON TRANSPARENT)
' ================================================================================================================================================================
If Len(sError) = 0 Then
'' LOAD TILES (16 cols x 16 rows of 8x8 tiles) FROM FILE
'sFile$ = Left$(Command$(0), _InStrRev(Command$(0), "\")) + "Font_8x8_128x128_v3.png" ' 128x128 pixels, 16 rows x 16 columns of 8x8 tiles
'imgTiles = _LoadImage(sFile$, 32)
' LOAD TILES FROM TEXT DEFINITIONS IN Sub GetTileText
sError = GetTiles$(imgTiles, cBlack, cEmpty)
End If
' ================================================================================================================================================================
' CREATE COLORED TILESET COPIES v1
' ================================================================================================================================================================
If Len(sError) = 0 Then
MakeColoredTileset imgTiles, imgTilesRed, cRed, cBlack
MakeColoredTileset imgTiles, imgTilesGreen, cLime, cBlack
MakeColoredTileset imgTiles, imgTilesBlue, cBlue, cBlack
MakeColoredTileset imgTiles, imgTilesYellow, cYellow, cBlack
' Make one big tileset with all colors
imgColorTiles = _NewImage(512, 128, 32)
_PutImage (0, 0), imgTilesRed, imgColorTiles, (0, 0)-(128, 128)
_PutImage (128, 0), imgTilesGreen, imgColorTiles, (0, 0)-(128, 128)
_PutImage (256, 0), imgTilesBlue, imgColorTiles, (0, 0)-(128, 128)
_PutImage (384, 0), imgTilesYellow, imgColorTiles, (0, 0)-(128, 128)
imgHardwareTiles = _CopyImage(imgColorTiles, 33) ' Copy tilesheet for hardware image
End If
' ================================================================================================================================================================
' CREATE COLORED TILESET COPIES v2
' ================================================================================================================================================================
If Len(sError) = 0 Then
'ReDim arrColors(0 To 4) As _UNSIGNED Long
'arrColors(0) = cRed
'arrColors(1) = cLime
'arrColors(2) = cBlue
'arrColors(3) = cYellow
'arrColors(4) = cBlack
ReDim arrColors(0 To 39) As _Unsigned Long
arrColors(0) = cRed
arrColors(1) = cOrangeRed
arrColors(2) = cDarkOrange
arrColors(3) = cOrange
arrColors(4) = cGold
arrColors(5) = cYellow
arrColors(6) = cChartreuse
arrColors(7) = cOliveDrab1
arrColors(8) = cLime
arrColors(9) = cMediumSpringGreen
arrColors(10) = cCyan
arrColors(11) = cDeepSkyBlue
arrColors(12) = cDodgerBlue
arrColors(13) = cSeaBlue
arrColors(14) = cBlue
arrColors(15) = cBluePurple
arrColors(16) = cDeepPurple
arrColors(17) = cPurple
arrColors(18) = cPurpleRed
arrColors(19) = cDarkRed
arrColors(20) = cBrickRed
arrColors(21) = cDarkGreen
arrColors(22) = cGreen
arrColors(23) = cOliveDrab
arrColors(24) = cLightPink
arrColors(25) = cHotPink
arrColors(26) = cDeepPink
arrColors(27) = cMagenta
arrColors(28) = cBlack
arrColors(29) = cDimGray
arrColors(30) = cGray
arrColors(31) = cDarkGray
arrColors(32) = cSilver
arrColors(33) = cLightGray
arrColors(34) = cGainsboro
arrColors(35) = cWhiteSmoke
arrColors(36) = cWhite
arrColors(37) = cDarkBrown
arrColors(38) = cLightBrown
arrColors(39) = cKhaki
iFirstColor2 = LBound(arrColors)
iLastColor2 = UBound(arrColors)
' Make one big tileset with all possible foreground/background color combinations
MakeColoredTileset2 imgTiles, imgTilesAllColorsSW, arrColors(), arrTileIndex(), arrColorIndex()
imgTilesAllColorsHW = _CopyImage(imgTilesAllColorsSW, 33) ' Copy tilesheet for hardware image
End If
' ================================================================================================================================================================
' VECTOR TILES SETUP
' ================================================================================================================================================================
If Len(sError) = 0 Then
' set up vector tiles
GetVectorTiles
' set up colors for vector HW tiles
arrColor(0) = cRed
arrColor(1) = cLime
arrColor(2) = cBlue
arrColor(3) = cYellow
arrColor(4) = cBlack
arrColor(5) = cEmpty
MakePaletteImage imgPalette, arrColor()
_Dest imgScreen&
imgPaletteHW = _CopyImage(imgPalette, 33) ' Copy palette for hardware image
End If
' ================================================================================================================================================================
' METHOD #1
' _PUTIMAGE with SOFTWARE IMAGES
' ================================================================================================================================================================
If Len(sError) = 0 Then
Cls , cGray
Color cWhite, cBlack: Locate 1, 1: Print "Test #1: DrawTile8 routine using 4 tilesets (1 per color) and regular _putimage using using SOFTWARE images..."
iCount1 = 0
t# = Timer + 3
Do
iCount1 = iCount1 + 1
iFirstColor = iFirstColor Xor 1
iFgColorIndex = iFirstColor
iY = iMinY
iX = iMinX
For iTileNum = 0 To 255
Select Case iFgColorIndex
Case 0:
DrawTile8 imgTilesRed, iTileNum, imgScreen, iX, iY
Case 1:
DrawTile8 imgTilesGreen, iTileNum, imgScreen, iX, iY
Case 2:
DrawTile8 imgTilesBlue, iTileNum, imgScreen, iX, iY
Case Else:
DrawTile8 imgTilesYellow, iTileNum, imgScreen, iX, iY
End Select
iFgColorIndex = iFgColorIndex + 1: If iFgColorIndex > iLastColor Then iFgColorIndex = iFirstColor
iX = iX + 1: If iX > iMaxX Then iX = iMinX: iY = iY + 1: If iY > iMaxY Then Exit For
Next iTileNum
_Display
Loop Until Timer > t#
_AutoDisplay
End If
' ================================================================================================================================================================
' METHOD #2
' COLOR SWAP with SOFTWARE IMAGES
' ================================================================================================================================================================
If Len(sError) = 0 Then
Cls , cGray
Color cWhite, cBlack: Locate 1, 1: Print "Test #2: DrawColorTile routine using 1 tileset with DoColorSwap using SOFTWARE images...";
iCount2 = 0
t# = Timer + 3
Do
iCount2 = iCount2 + 1
iFirstColor = iFirstColor Xor 1
iFgColorIndex = iFirstColor
iY = iMinY
iX = iMinX
For iTileNum = 0 To 255
Select Case iFgColorIndex
Case 0:
fgColor = cRed: bgColor = cBlack
Case 1:
fgColor = cLime: bgColor = cBlack
Case 2:
fgColor = cBlue: bgColor = cBlack
Case Else:
fgColor = cYellow: bgColor = cBlack
End Select
DrawColorTile imgScreen, imgTiles, iTileNum, fgColor, bgColor, iX, iY
iFgColorIndex = iFgColorIndex + 1: If iFgColorIndex > iLastColor Then iFgColorIndex = iFirstColor
iX = iX + 1: If iX > iMaxX Then iX = iMinX: iY = iY + 1: If iY > iMaxY Then Exit For
Next iTileNum
_Display
Loop Until Timer > t#
_AutoDisplay
End If
' ================================================================================================================================================================
' METHOD #3
' _PUTIMAGE with HARDWARE IMAGES
' ================================================================================================================================================================
If Len(sError) = 0 Then
Cls , cGray
Color cWhite, cBlack: Locate 1, 1: Print "Test #3: DrawTileHw8 routine using 1 big multi-tileset and HARDWARE images...";
imgHardwareScreen = _CopyImage(0, 33)
_DisplayOrder _Hardware
iCount3 = 0
t# = Timer + 3
Do
iCount3 = iCount3 + 1
iFirstColor = iFirstColor Xor 1
iFgColorIndex = iFirstColor
iY = iMinY
iX = iMinX
_PutImage , imgHardwareScreen
For iTileNum = 0 To 255
DrawTileHw8 imgHardwareTiles, iTileNum, imgScreen, iX, iY, iFgColorIndex
iFgColorIndex = iFgColorIndex + 1: If iFgColorIndex > iLastColor Then iFgColorIndex = iFirstColor
iX = iX + 1: If iX > iMaxX Then iX = iMinX: iY = iY + 1: If iY > iMaxY Then Exit For
Next iTileNum
_Display
Loop Until Timer > t#
_AutoDisplay
_DisplayOrder _Software , _Hardware
If imgHardwareScreen < -1 Or imgHardwareScreen > 0 Then _FreeImage imgHardwareScreen ' FREE MEMORY
If imgHardwareTiles < -1 Or imgHardwareTiles > 0 Then _FreeImage imgHardwareTiles ' FREE MEMORY
End If
' ================================================================================================================================================================
' METHOD #4
' VECTOR-BASED TILES USING LINE
' ================================================================================================================================================================
If Len(sError) = 0 Then
Cls , cGray
Color cWhite, cBlack: Locate 1, 1: Print "Test #4: DrawVectorTileLine routine using 1 vector-based tileset drawn with Line shapes...";
iCount4 = 0
t# = Timer + 3
Do
iCount4 = iCount4 + 1
iFirstColor = iFirstColor Xor 1
iFgColorIndex = iFirstColor
iY = iMinY
iX = iMinX
For iTileNum = 0 To 255
Select Case iFgColorIndex
Case 0:
fgColor = cRed: bgColor = cBlack
Case 1:
fgColor = cLime: bgColor = cBlack
Case 2:
fgColor = cBlue: bgColor = cBlack
Case Else:
fgColor = cYellow: bgColor = cBlack
End Select
'DrawShape iTileNum, iX, iY, fgColor, bgColor
DrawVectorTileLine iTileNum, iX * 8, iY * 8, fgColor, bgColor
iFgColorIndex = iFgColorIndex + 1: If iFgColorIndex > iLastColor Then iFgColorIndex = iFirstColor
iX = iX + 1: If iX > iMaxX Then iX = iMinX: iY = iY + 1: If iY > iMaxY Then Exit For
Next iTileNum
_Display
Loop Until Timer > t#
_AutoDisplay
_DisplayOrder _Software , _Hardware
End If
' ================================================================================================================================================================
' METHOD #5
' VECTOR-BASED TILES USING _PutImage
' ================================================================================================================================================================
If Len(sError) = 0 Then
Cls , cGray
Color cWhite, cBlack: Locate 1, 1: Print "Test #5: DrawVectorTilePutImage routine using 1 vector-based tileset drawn with _PutImage...";
iBgColorIndex = 4
iCount5 = 0
t# = Timer + 3
Do
iCount5 = iCount5 + 1
iFirstColor = iFirstColor Xor 1
iFgColorIndex = iFirstColor
iY = iMinY
iX = iMinX
For iTileNum = 0 To 255
'DrawVectorTileLine iTileNum, iX*8, iY*8, fgColor, bgColor
DrawVectorTilePutImage _
imgScreen, imgPalette, arrColor(), _
iTileNum, iX, iY, _
iFgColorIndex, iBgColorIndex
iFgColorIndex = iFgColorIndex + 1: If iFgColorIndex > iLastColor Then iFgColorIndex = iFirstColor
iX = iX + 1: If iX > iMaxX Then iX = iMinX: iY = iY + 1: If iY > iMaxY Then Exit For
Next iTileNum
_Display
Loop Until Timer > t#
_AutoDisplay
End If
' ================================================================================================================================================================
' METHOD #6
' VECTOR-BASED TILES USING _PutImage with HARDWARE IMAGES
' ================================================================================================================================================================
If Len(sError) = 0 Then
Cls , cGray
Color cWhite, cBlack: Locate 1, 1: Print "Test #6: DrawVectorTilePutImageHW routine using 1 vector-based tileset drawn with hardware images...";
iBgColorIndex = 4
imgHardwareScreen = _CopyImage(0, 33)
_DisplayOrder _Hardware
iCount6 = 0
t# = Timer + 3
Do
iCount6 = iCount6 + 1
iFirstColor = iFirstColor Xor 1
iFgColorIndex = iFirstColor
iY = iMinY
iX = iMinX
_PutImage , imgHardwareScreen
For iTileNum = 0 To 255
'DrawVectorTileLine iTileNum, iX*8, iY*8, fgColor, bgColor
DrawVectorTilePutImageHW _
imgPaletteHW, arrColor(), _
iTileNum, iX, iY, _
iFgColorIndex, iBgColorIndex
iFgColorIndex = iFgColorIndex + 1: If iFgColorIndex > iLastColor Then iFgColorIndex = iFirstColor
iX = iX + 1: If iX > iMaxX Then iX = iMinX: iY = iY + 1: If iY > iMaxY Then Exit For
Next iTileNum
_Display
Loop Until Timer > t#
_AutoDisplay
_DisplayOrder _Software , _Hardware
If imgHardwareScreen < -1 Or imgHardwareScreen > 0 Then _FreeImage imgHardwareScreen ' FREE MEMORY
If imgPaletteHW < -1 Or imgPaletteHW > 0 Then _FreeImage imgPaletteHW ' FREE MEMORY
End If
' ================================================================================================================================================================
' METHOD #7
' SOLID BOXES WITH LINE
' ================================================================================================================================================================
If Len(sError) = 0 Then
Cls , cGray
Color cWhite, cBlack: Locate 1, 1: Print "Test #7: Solid boxes with Line...";
iCount7 = 0
t# = Timer + 3
Do
_Display
iCount7 = iCount7 + 1
iFirstColor = iFirstColor Xor 1
iFgColorIndex = iFirstColor
iY = iMinY
iX = iMinX
For iTileNum = 0 To 255
Select Case iFgColorIndex
Case 0:
fgColor = cRed: bgColor = cBlack
Case 1:
fgColor = cLime: bgColor = cBlack
Case 2:
fgColor = cBlue: bgColor = cBlack
Case Else:
fgColor = cYellow: bgColor = cBlack
End Select
'DrawShape iTileNum, iX, iY, fgColor, bgColor
'DrawVectorTileLine iTileNum, iX*8, iY*8, fgColor, bgColor
Line (iX * 8, iY * 8)-((iX * 8) + 7, (iY * 8) + 7), fgColor, BF ' Draw a solid box
iFgColorIndex = iFgColorIndex + 1: If iFgColorIndex > iLastColor Then iFgColorIndex = iFirstColor
iX = iX + 1: If iX > iMaxX Then iX = iMinX: iY = iY + 1: If iY > iMaxY Then Exit For
Next iTileNum
_Display
Loop Until Timer > t#
_AutoDisplay
End If
' ================================================================================================================================================================
' METHOD #8
' _PUTIMAGE with HARDWARE IMAGES v2 (ALL COLOR COMBINATIONS)
' ================================================================================================================================================================
If Len(sError) = 0 Then
Cls , cGray
Color cWhite, cBlack: Locate 1, 1: Print "Test #8: DrawColorTileHw8 routine using 1 big multi-tileset and HARDWARE images...";
''_PutImage (xDest%, yDest%), imgTiles&, imgScreen&, (sx1%, sy1%)-(sx2%, sy2%)
'_PutImage (0, 0), imgTilesAllColorsSW, imgScreen
'sleep
'IF TRUE=FALSE THEN
imgHardwareScreen = _CopyImage(0, 33)
_DisplayOrder _Hardware
iCount8 = 0
t# = Timer + 3
Do
iCount8 = iCount8 + 1
iFirstColor2 = iFirstColor2 Xor 1
iFgColorIndex = iFirstColor2
iBgColorIndex = iFgColorIndex + 1: If iBgColorIndex > iLastColor2 Then iBgColorIndex = iFirstColor2
iY = iMinY
iX = iMinX
_PutImage , imgHardwareScreen
For iTileNum = 0 To 255
DrawColorTileHw8 imgTilesAllColorsHW, iTileNum, imgScreen, iX, iY, iFgColorIndex, iBgColorIndex, arrTileIndex(), arrColorIndex()
iFgColorIndex = iFgColorIndex + 1
If iFgColorIndex > iLastColor2 Then
iFgColorIndex = iFirstColor2
iBgColorIndex = iBgColorIndex + 1
If iBgColorIndex > iLastColor2 Then
iBgColorIndex = iFirstColor2
End If
End If
iX = iX + 1: If iX > iMaxX Then iX = iMinX: iY = iY + 1: If iY > iMaxY Then Exit For
Next iTileNum
_Display
Loop Until Timer > t#
_AutoDisplay
_DisplayOrder _Software , _Hardware
If imgHardwareScreen < -1 Or imgHardwareScreen > 0 Then _FreeImage imgHardwareScreen ' FREE MEMORY
'END IF
If imgTilesAllColorsHW < -1 Or imgTilesAllColorsHW > 0 Then _FreeImage imgTilesAllColorsHW ' FREE MEMORY
End If
' ================================================================================================================================================================
' SHOW RESULTS
' ================================================================================================================================================================
Cls , cGray
Color cWhite, cBlack: Locate 1, 1
Print ""
Print "RESULTS:"
Print Using "DrawTile8 ###,###,###,###,###,### refreshes in 3 seconds."; iCount1
Print Using "DrawColorTile ###,###,###,###,###,### refreshes in 3 seconds."; iCount2
Print Using "DrawTileHw8 ###,###,###,###,###,### refreshes in 3 seconds."; iCount3
Print Using "DrawVectorTileLine ###,###,###,###,###,### refreshes in 3 seconds."; iCount4
Print Using "DrawVectorTilePutImage ###,###,###,###,###,### refreshes in 3 seconds."; iCount5
Print Using "DrawVectorTilePutImageHW ###,###,###,###,###,### refreshes in 3 seconds."; iCount6
Print Using "Solid boxes with Line ###,###,###,###,###,### refreshes in 3 seconds."; iCount7
Print Using "DrawColorTileHw8 ###,###,###,###,###,### refreshes in 3 seconds."; iCount8
Print "PRESS ANY KEY TO CONTINUE"
Sleep
' ================================================================================================================================================================
' CLEANUP AND EXIT
' ================================================================================================================================================================
Screen 0 ' RETURN TO TEXT SCREEN
If imgScreen < -1 Or imgScreen > 0 Then _FreeImage imgScreen ' FREE MEMORY
'If imgHardwareScreen < -1 Or imgHardwareScreen > 0 Then _FreeImage imgHardwareScreen ' FREE MEMORY
If imgTiles < -1 Or imgTiles > 0 Then _FreeImage imgTiles ' FREE MEMORY
'If imgHardwareTiles < -1 Or imgHardwareTiles > 0 Then _FreeImage imgHardwareTiles ' FREE MEMORY
If imgTilesRed < -1 Or imgTilesRed > 0 Then _FreeImage imgTilesRed ' FREE MEMORY
If imgTilesGreen < -1 Or imgTilesGreen > 0 Then _FreeImage imgTilesGreen ' FREE MEMORY
If imgTilesBlue < -1 Or imgTilesBlue > 0 Then _FreeImage imgTilesBlue ' FREE MEMORY
If imgTilesYellow < -1 Or imgTilesYellow > 0 Then _FreeImage imgTilesYellow ' FREE MEMORY
If imgColorTiles < -1 Or imgColorTiles > 0 Then _FreeImage imgColorTiles ' FREE MEMORY
If imgTilesAllColorsSW < -1 Or imgTilesAllColorsSW > 0 Then _FreeImage imgTilesAllColorsSW ' FREE MEMORY
'If imgTilesAllColorsHW < -1 Or imgTilesAllColorsHW > 0 Then _FreeImage imgTilesAllColorsHW ' FREE MEMORY
If imgPalette < -1 Or imgPalette > 0 Then _FreeImage imgPalette ' FREE MEMORY
'If imgPaletteHW < -1 Or imgPaletteHW > 0 Then _FreeImage imgPaletteHW ' FREE MEMORY
End Sub ' DrawingSpeedTest7
' ################################################################################################################################################################
' END DRAWING SPEED TEST
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN Steve's very different custom screen
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
Sub TestCustomHardwareScreen2
Dim sError As String: sError = ""
Dim in$
Dim arrColors(255) As _Unsigned Long ' an array to hold all my color values
Dim imgDisplay As Long
Dim imgTile As Long
Dim imgFont As Long
Dim imgTempScreen256 As Long
Dim iLoop As Integer
Dim iColor As Integer
Dim iTile As Integer
Dim iX As Integer
Dim iY As Integer
Dim count&
Dim t## ' _FLOAT
Randomize Timer
imgDisplay = _NewImage(800, 600, 32) ' my main screenwich is 100 by 75 characters with 8x8 font.
imgTile = _NewImage(8 * 256, 8, 32) ' 8x8 tiles in 256 colors
imgFont = _NewImage(8 * 256, 8 * 256, 32) ' 256 characters of an 8x8 font, in all 256 possible colors.
' Set the main screen for starters so it'll go ahead
' and create itself properly while I'm working on making my tiles and fonts
Screen imgDisplay
' very tiny 256 color screen, just to borrow the palette from
imgTempScreen256 = _NewImage(10, 10, 256)
' 40 colors
For iLoop = 0 To 255
' since I don't know your color palette, I'll just copy the QB64 256 color palette. ;)
arrColors(iLoop) = _RGB32(_Red(iLoop, imgTempScreen256), _Green(iLoop, imgTempScreen256), _Blue(iLoop, imgTempScreen256))
Next iLoop
If imgTempScreen256 < -1 Or imgTempScreen256 > 0 Then _FreeImage imgTempScreen256 ' FREE MEMORY
' Create my software tiles of 256 colors
_Dest imgTile
For iLoop = 0 To 255 ' 256 tiles, one for each color
' all drawn sequentially onto a sprite sheet
Line (iLoop * 8, 0)-Step(8, 8), arrColors(iLoop), BF
Next iLoop
' I'm just going to use the built in QB64 8x8 font for quick and easy sheet creation.
_Dest imgFont
_Font 8
For iColor = 0 To 255 ' 256 colors
Color arrColors(iColor), 0 ' make our font the proper color
For iTile = 0 To 255 ' 256 characters
' print the characters row by row to the screen
_PrintString (iTile * 8, iColor * 8), Chr$(iTile)
Next iTile
Next iColor
_Dest imgDisplay
'Sleep ' View the blank screen until a key is hit
Screen imgTile ' View the tiles
DebugPrint "Viewing the tiles (imgTile) - press any key to continue"
Sleep ' until a key is hit
Screen imgFont ' view the fonts
DebugPrint "Viewing the fonts (imgFont) - press any key to continue"
Sleep ' until a key is hit
Screen imgDisplay ' and back to the normal blank screen
_Delay .2 ' time to remove finger from key
'Dim Shared As Long m_TileHw, m_FontHw
m_TileHw = _CopyImage(imgTile, 33) ' hardware copy of the tile image
m_FontHw = _CopyImage(imgFont, 33) ' hardware copy of the font image
If imgTile < -1 Or imgTile > 0 Then _FreeImage imgTile ' FREE MEMORY 'free unused images when done with them
If imgFont < -1 Or imgFont > 0 Then _FreeImage imgFont ' FREE MEMORY 'free unused images when done with them
' From this point onwards, I'm *ONLY* going to use my hardware layer
_DisplayOrder _Hardware
'' Here, I'm creating a screen array to hold the information
'' of EVERY character I place onto the screen, and its tile
'Dim Shared m_ScreenArray(99, 74) As _Unsigned Long
' To start with, let's put all 256 chracters on the screen,
' on a color 40 tile (red), in a color 3 font (cyan)
iX = 0: iY = 0
For iLoop = 0 To 255
' 40 tile color, 3 font color, iLoop is the character
iX = iX + 1: If iX > 99 Then iX = 0: iY = iY + 1
m_ScreenArray(iX, iY) = SetAll(40, 3, iLoop)
Next iLoop
' And then let's show these results on the screen.
' Take a moment to open task manager and see how little resources we're using here.
DebugPrint "Viewing the whole screen full of these tiles + characters"
DebugPrint "press ENTER to continue"
Do
' Draw a whole screen full of these tiles + characters
ScreenRender
_Limit 30
Loop Until _KeyDown(13) ' until we hit ENTER
_Delay .2 ' time to lift up the key so we don't instantly blow past the next loop
iX = 0: iY = 0
' and here I'm going to set all these tiles to have incremental background tile colors
For iLoop = 0 To 255
' from left to right, top to bottom
iX = iX + 1: If iX > 99 Then iX = 0: iY = iY + 1
SetArrayTile iX, iY, iLoop ' set each tile to become an ever increasing color value
Next iLoop
' And then let's show these results on the screen.
DebugPrint "Viewing the screen with incremental colors"
DebugPrint "press ENTER to continue"
Do
' Draw a whole screen full of these tiles + characters
ScreenRender
_Limit 30
Loop Until _KeyDown(13) ' until we hit ENTER
' And to finish up, let's do a quick count of how many loops per second
' we *could* process, with the whole screen being redrawn over and over like this
DebugPrint "Counting how many loops per second for 3 seconds..."
t## = Timer + 3
count& = 0
Do
count& = count& + 1
ScreenRender
Loop Until Timer > t##
' Return to normal software screen
DebugPrint "Returning to normal software screen"
_DisplayOrder _Software
_AutoDisplay
_KeyClear: _Delay 1 ' clear keyboard buffer
Screen 0: Cls
Print "Whole screen rendering of color tile + color font = "; count&; " times in 3 seconds."
Print
Input "PRESS <ENTER> TO CONTINUE"; in$
If imgDisplay < -1 Or imgDisplay > 0 Then _FreeImage imgDisplay ' FREE MEMORY
End Sub ' TestCustomHardwareScreen2
' /////////////////////////////////////////////////////////////////////////////
Sub TestCustomHardwareScreen1
Dim sError As String: sError = ""
Dim in$
Dim arrColors(255) As _Unsigned Long ' an array to hold all my color values
Dim imgDisplay As Long
Dim imgTile As Long
Dim imgFont As Long
Dim imgTempScreen256 As Long
Dim iLoop As Integer
Dim iColor As Integer
Dim iTile As Integer
Dim iX As Integer
Dim iY As Integer
Dim count&
Dim t## ' _FLOAT
Cls
Print "Custom hardware screen test. Press <ENTER> to proceed through each step."
Input "PRESS <ENTER> TO START"; in$
Randomize Timer
imgDisplay = _NewImage(800, 600, 32) ' my main screenwich is 100 by 75 characters with 8x8 font.
imgTile = _NewImage(8 * 256, 8, 32) ' 8x8 tiles in 256 colors
imgFont = _NewImage(8 * 256, 8 * 256, 32) ' 256 characters of an 8x8 font, in all 256 possible colors.
' Set the main screen for starters so it'll go ahead
' and create itself properly while I'm working on making my tiles and fonts
Screen imgDisplay
' very tiny 256 color screen, just to borrow the palette from
imgTempScreen256 = _NewImage(10, 10, 256)
For iLoop = 0 To 255 ' 40 colors
' since I don't know your color palette, I'll just copy the QB64 256 color palette. ;)
arrColors(iLoop) = _RGB32(_Red(iLoop, imgTempScreen256), _Green(iLoop, imgTempScreen256), _Blue(iLoop, imgTempScreen256))
Next iLoop
If imgTempScreen256 < -1 Or imgTempScreen256 > 0 Then _FreeImage imgTempScreen256 ' FREE MEMORY
' Create my software tiles of 256 colors
_Dest imgTile
For iLoop = 0 To 255 ' 256 tiles, one for each color
Line (iLoop * 8, 0)-Step(8, 8), arrColors(iLoop), BF ' all drawn sequentially onto a sprite sheet
Next iLoop
' I'm just going to use the built in QB64 8x8 font for quick and easy sheet creation.
_Dest imgFont
_Font 8
For iColor = 0 To 255 ' 256 colors
Color arrColors(iColor), 0 ' make our font the proper color
For iTile = 0 To 255 ' 256 characters
_PrintString (iTile * 8, iColor * 8), Chr$(iTile) ' print the characters row by row to the screen
Next iTile
Next iColor
_Dest imgDisplay
Sleep ' View the blank screen until a key is hit
Screen imgTile ' View the tiles
Sleep ' until a key is hit
Screen imgFont ' view the fonts
Sleep ' until a key is hit
Screen imgDisplay ' and back to the normal blank screen
_Delay .2 ' time to remove finger from key
'Dim Shared As Long m_TileHw, m_FontHw
m_TileHw = _CopyImage(imgTile, 33) ' hardware copy of the tile image
m_FontHw = _CopyImage(imgFont, 33) ' hardware copy of the font image
If imgTile < -1 Or imgTile > 0 Then _FreeImage imgTile ' FREE MEMORY 'free unused images when done with them
If imgFont < -1 Or imgFont > 0 Then _FreeImage imgFont ' FREE MEMORY 'free unused images when done with them
' From this point onwards, I'm *ONLY* going to use my hardware layer
_DisplayOrder _Hardware
'' Here, I'm creating a screen array to hold the information
'' of EVERY character I place onto the screen, and its tile
'Dim Shared m_ScreenArray(99, 74) As _Unsigned Long
' To start with, let's put all 256 chracters on the screen,
' on a color 40 tile (red), in a color 3 font (cyan)
iX = 0: iY = 0
For iLoop = 0 To 255
' 40 tile color, 3 font color, iLoop is the character
iX = iX + 1: If iX > 99 Then iX = 0: iY = iY + 1
m_ScreenArray(iX, iY) = SetAll(40, 3, iLoop)
Next iLoop
' And then let's show these results on the screen.
' Take a moment to open task manager and see how little resources we're using here.
Do
' Draw a whole screen full of these tiles + characters
ScreenRender
_Limit 30
Loop Until _KeyDown(13) ' until we hit ENTER
_Delay .2 ' time to lift up the key so we don't instantly blow past the next loop
iX = 0: iY = 0
' and here I'm going to set all these tiles to have incremental background tile colors
For iLoop = 0 To 255
' from left to right, top to bottom
iX = iX + 1: If iX > 99 Then iX = 0: iY = iY + 1
SetArrayTile iX, iY, iLoop ' set each tile to become an ever increasing color value
Next iLoop
' And then let's show these results on the screen.
Do
' Draw a whole screen full of these tiles + characters
ScreenRender
_Limit 30
Loop Until _KeyDown(13) ' until we hit ENTER
' And to finish up, let's do a quick count of how many loops per second
' we *could* process, with the whole screen being redrawn over and over like this
t## = Timer + 3
count& = 0
Do
count& = count& + 1
ScreenRender
Loop Until Timer > t##
' Return to normal software screen
_DisplayOrder _Software
_AutoDisplay
_KeyClear: _Delay 1 ' clear keyboard buffer
Screen 0: Cls
Print "Whole screen rendering of color tile + color font = "; count&; " times in 3 seconds."
Print
Input "PRESS <ENTER> TO CONTINUE"; in$
If imgDisplay < -1 Or imgDisplay > 0 Then _FreeImage imgDisplay ' FREE MEMORY
End Sub ' TestCustomHardwareScreen1
' /////////////////////////////////////////////////////////////////////////////
Sub ScreenRender
Dim tileColor As _Unsigned Long
Dim fontColor As _Unsigned Long
Dim character As _Unsigned Long
Dim iX As Integer
Dim iY As Integer
For iX = 0 To 99
For iY = 0 To 74
tileColor = m_ScreenArray(iX, iY) \ (256 * 256)
fontColor = (m_ScreenArray(iX, iY) - tileColor * 256 * 256) \ 256
character = m_ScreenArray(iX, iY) Mod 256
_PutImage (iX * 8, iY * 8)-Step(7, 7), m_TileHw, , (tileColor * 8, 0)-Step(7, 7)
_PutImage (iX * 8, iY * 8)-Step(7, 7), m_FontHw, , (character * 8, fontColor * 8)-Step(7, 7)
Next iY
Next iX
_Display
End Sub ' ScreenRender
' /////////////////////////////////////////////////////////////////////////////
Function SetAll&& (tile, fontcolor, character)
SetAll&& = tile * 256 * 256 + fontcolor * 256 + character
End Function ' SetAll&&
' /////////////////////////////////////////////////////////////////////////////
Sub SetArrayTile (iX, iY, newTileColor)
Dim temp&&
Dim oldTile&&
temp&& = m_ScreenArray(iX, iY)
oldTile&& = temp&& \ (256 * 256)
m_ScreenArray(iX, iY) = temp&& - oldTile&& + newTileColor * 256 * 256
End Sub ' SetArrayTile
' /////////////////////////////////////////////////////////////////////////////
Sub SetArrayFontColor (iX, iY, newFontColor)
Dim temp&&
Dim oldTile&&
Dim oldFont&&
temp&& = m_ScreenArray(iX, iY)
oldTile&& = temp&& \ (256 * 256)
oldFont&& = (temp&& - oldTile&&) \ 256
m_ScreenArray(iX, iY) = temp&& - oldFont&& + newFontColor * 256
End Sub ' SetArrayFontColor
' /////////////////////////////////////////////////////////////////////////////
Sub SetArrayCharacter (iX, iY, newCharacter)
Dim temp&&
Dim oldCharacter&&
temp&& = m_ScreenArray(iX, iY)
oldCharacter&& = temp&& Mod 256
m_ScreenArray(iX, iY) = temp&& - oldCharacter&& + newCharacter
End Sub ' SetArrayCharacter
' ################################################################################################################################################################
' Re: fastest way to draw a 2-color 8x8 tile (with variable colors)?
' https://qb64forum.alephc.xyz/index.php?topic=4674.msg140904#msg140904
' SMcNeill, QB64 Developer
' Reply #18 on: Yesterday at 05:08:58 pm
'
' One thing that would be *very* different with all hardware images vs what
' you're doing currently, is the fact that you have to remember:
' Hardware images display once and then flush themselves from the GPU buffer.
'
' You can't just print to a tile, and then read the information for the color of
' that tile, and instantly turn that color into another one. You have write
' access to hardware images, but not read access -- and the images aren't
' persistent like the software images are.
'
' For something like this to work for a whole screen in hardware image mode,
' you'd have to sort out some sort of way to store your screen's info and then
' constantly redraw everything over and over again to keep it refreshed on the
' display.
'
' The way I'd go about doing something like this would be to make myself a
' custom SCREEN 0-style memory array. Screen 0 stores all our information for
' each character in 2 bytes -- one for color, one for character. I'd basically
' do the same, but with 3 bytes -- one for tile color, one for font color, one
' for character.
'
' Let me toss a simple demo of this line of thinking for you:
' (TestCustomHardwareScreen1)
'
' I tried to comment the heck out of the code to help explain what it's doing
' from line to line, so I hope this isn't too hard to sort out and understand.
'
' The beginning is nothing more than initializing things and making 2 different
' sprite sheets that I'll make use of later -- one for the tiles and one for the
' characters.
'
' Then there's the mid section where you can SLEEP step through and view the
' various resource sheets.
'
' Then an example of all the characters in a cyan font, resting atop a red tile.
' (You have to hit ENTER to move on from this screen.)
'
' Then an example of all those tiles that go under the characters being replaced
' with sequential colored tiles. (A lot of these tiles are simply BLACK, but
' that's the nature of the 256 color palette as those multiple blacks are there
' to be replaced with custom color values instead.)
'
' Once more, you'll have to hit ENTER to continue.
'
' And then I do a quick time loop to count how many times we can redraw the whole
' screen of tiles + characters in 3 seconds.
'
' For an 800x600 screen (100 x 75 characters and tiles), my laptop does a max of
' about 1800 refreshes in that time. That's around 600 FPS, which would be more
' than enough for any sort of game display or use that I think I could come up
' with, and that's without me trying to optimize math or any such things to
' reduce calculations and speed the process up any more. (Keep in mind, this is
' 1800 full pages of a 800x600 screen -- if your screen has a lower overall
' resolution, then you'd draw more loops with less to process, but a higher
' resolution screen would draw fewer loops with more to process.)
'
' No _MEM access. No optimization work. Just 600 FPS rendering of a whole page
' of tiles and colored characters. (And, YES, it is a whole page being rendered
' repeatedly -- even if I didn't bother to fill in the vast majority of that page
' with anything more than black tiles, black fonts, and chr$(0) blank spaces...)
'
' It's a completely different approach to displaying stuff than what you've been
' doing, but it seems as if what you've been doing isn't working as it must be
' running too slow for you. You wouldn't be able to use the normal PRINT
' statements to display to the faux screen memory array I've created; you'd have
' to write your own.
'
' For a quick speed comparison, here's the same type process ran using PRINT
' and a software screen of the same size:
' (TestSoftwareScreen1)
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
Function GetInstructions1$
Dim in$
in$ = ""
in$ = in$ + "Re: fastest way to draw a 2-color 8x8 tile (with variable colors)?" + Chr$(13)
in$ = in$ + "https://qb64forum.alephc.xyz/index.php?topic=4674.msg140904#msg140904" + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "SMcNeill, QB64 Developer" + Chr$(13)
in$ = in$ + "Reply #18 on: Yesterday at 05:08:58 pm" + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "One thing that would be *very* different with all hardware images vs what " + Chr$(13)
in$ = in$ + "you're doing currently, is the fact that you have to remember: " + Chr$(13)
in$ = in$ + "Hardware images display once and then flush themselves from the GPU buffer. " + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "You can't just print to a tile, and then read the information for the color of " + Chr$(13)
in$ = in$ + "that tile, and instantly turn that color into another one. You have write " + Chr$(13)
in$ = in$ + "access to hardware images, but not read access -- and the images aren't " + Chr$(13)
in$ = in$ + "persistent like the software images are." + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "For something like this to work for a whole screen in hardware image mode, " + Chr$(13)
in$ = in$ + "you'd have to sort out some sort of way to store your screen's info and then " + Chr$(13)
in$ = in$ + "constantly redraw everything over and over again to keep it refreshed on the " + Chr$(13)
in$ = in$ + "display." + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "The way I'd go about doing something like this would be to make myself a " + Chr$(13)
in$ = in$ + "custom SCREEN 0-style memory array. Screen 0 stores all our information for " + Chr$(13)
in$ = in$ + "each character in 2 bytes -- one for color, one for character. I'd basically " + Chr$(13)
in$ = in$ + "do the same, but with 3 bytes -- one for tile color, one for font color, one " + Chr$(13)
in$ = in$ + "for character." + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "Let me toss a simple demo of this line of thinking for you:" + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "I tried to comment the heck out of the code to help explain what it's doing " + Chr$(13)
in$ = in$ + "from line to line, so I hope this isn't too hard to sort out and understand." + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "The beginning is nothing more than initializing things and making 2 different " + Chr$(13)
in$ = in$ + "sprite sheets that I'll make use of later -- one for the tiles and one for the " + Chr$(13)
in$ = in$ + "characters." + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "Then there's the mid section where you can SLEEP step through and view the " + Chr$(13)
in$ = in$ + "various resource sheets." + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "Then an example of all the characters in a cyan font, resting atop a red tile. " + Chr$(13)
in$ = in$ + "(You have to hit ENTER to move on from this screen.)" + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "Then an example of all those tiles that go under the characters being replaced " + Chr$(13)
in$ = in$ + "with sequential colored tiles. (A lot of these tiles are simply BLACK, but " + Chr$(13)
in$ = in$ + "that's the nature of the 256 color palette as those multiple blacks are there " + Chr$(13)
in$ = in$ + "to be replaced with custom color values instead.)" + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "Once more, you'll have to hit ENTER to continue." + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "And then I do a quick time loop to count how many times we can redraw the whole " + Chr$(13)
in$ = in$ + "screen of tiles + characters in 3 seconds." + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "For an 800x600 screen (100 x 75 characters and tiles), my laptop does a max of " + Chr$(13)
in$ = in$ + "about 1800 refreshes in that time. That's around 600 FPS, which would be more " + Chr$(13)
in$ = in$ + "than enough for any sort of game display or use that I think I could come up " + Chr$(13)
in$ = in$ + "with, and that's without me trying to optimize math or any such things to " + Chr$(13)
in$ = in$ + "reduce calculations and speed the process up any more. (Keep in mind, this is " + Chr$(13)
in$ = in$ + "1800 full pages of a 800x600 screen -- if your screen has a lower overall " + Chr$(13)
in$ = in$ + "resolution, then you'd draw more loops with less to process, but a higher " + Chr$(13)
in$ = in$ + "resolution screen would draw fewer loops with more to process.)" + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "No _MEM access. No optimization work. Just 600 FPS rendering of a whole page " + Chr$(13)
in$ = in$ + "of tiles and colored characters. (And, YES, it is a whole page being rendered " + Chr$(13)
in$ = in$ + "repeatedly -- even if I didn't bother to fill in the vast majority of that page " + Chr$(13)
in$ = in$ + "with anything more than black tiles, black fonts, and chr$(0) blank spaces...)" + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "It's a completely different approach to displaying stuff than what you've been " + Chr$(13)
in$ = in$ + "doing, but it seems as if what you've been doing isn't working as it must be " + Chr$(13)
in$ = in$ + "running too slow for you. You wouldn't be able to use the normal PRINT " + Chr$(13)
in$ = in$ + "statements to display to the faux screen memory array I've created; you'd have " + Chr$(13)
in$ = in$ + "to write your own." + Chr$(13)
GetInstructions1$ = in$
End Function ' GetInstructions1$
' /////////////////////////////////////////////////////////////////////////////
Function GetInstructions2$
Dim in$
in$ = ""
in$ = in$ + "Re: fastest way to draw a 2-color 8x8 tile (with variable colors)?" + Chr$(13)
in$ = in$ + "https://qb64forum.alephc.xyz/index.php?topic=4674.msg140904#msg140904" + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "SMcNeill, QB64 Developer" + Chr$(13)
in$ = in$ + "Reply #18 on: Yesterday at 05:08:58 pm" + Chr$(13)
in$ = in$ + " " + Chr$(13)
in$ = in$ + "For a quick speed comparison, here's the same type process ran using PRINT " + Chr$(13)
in$ = in$ + "and a software screen of the same size:" + Chr$(13)
GetInstructions2$ = in$
End Function ' GetInstructions2$
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
Sub TestSoftwareScreen1
Dim in$
Dim t## ' _FLOAT
Dim count As Integer
Dim iX As Integer
Dim iY As Integer
Dim iTile As Integer
Screen _NewImage(800, 600, 32)
_ControlChr Off
_Font 8
t## = Timer + 3
count = 0
Do
count = count + 1
For iX = 1 To 100
For iY = 1 To 75
iTile = (iTile + 1) Mod 256
Color _RGB32(Rnd * 255, Rnd * 255, Rnd * 255), _RGB32(Rnd * 255, Rnd * 255, Rnd * 255)
Locate iY, iX: Print Chr$(iTile);
Next iY
Next iX
Loop Until Timer > t##
_KeyClear: _Delay 1
Screen 0: Cls
Print count; "total screen replacements in 3 seconds."
Print
Input "PRESS <ENTER> TO CONTINUE"; in$
End Sub ' TestSoftwareScreen1
' ################################################################################################################################################################
' END Steve's very different custom screen
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN VECTOR-BASED TILE ROUTINES
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
Sub DrawVectorTilePutImageTest
Dim imgPalette As Long ' contains palette of colors
Dim imgScreen As Long ' the main display
Dim MyString As String
Dim iLoop As Integer
Dim iTileNum As Integer
Dim arrColor(0 To 8) As _Unsigned Long
Dim arrColorNames(0 To 8) As String
Dim iMinFgColorIndex As Integer: iMinFgColorIndex = 0
Dim iMaxFgColorIndex As Integer: iMaxFgColorIndex = 7
Dim iMinBgColorIndex As Integer: iMinBgColorIndex = 0
Dim iMaxBgColorIndex As Integer: iMaxBgColorIndex = 8
Dim iFgColorIndex As Integer: iFgColorIndex = iMinFgColorIndex
Dim iBgColorIndex As Integer: iBgColorIndex = iMinBgColorIndex
Dim iX As Integer
Dim iY As Integer
Dim iMinX As Integer
Dim iMaxX As Integer
Dim iMinY As Integer
Dim iMaxY As Integer
' Initialize colors
arrColor(0) = cBlack
arrColor(1) = cRed
arrColor(2) = cYellow
arrColor(3) = cLime
arrColor(4) = cCyan
arrColor(5) = cBlue
arrColor(6) = cPurple
arrColor(7) = cMagenta
arrColor(8) = cEmpty
' Initialize color names (for test output)
arrColorNames(0) = "cBlack"
arrColorNames(1) = "cRed"
arrColorNames(2) = "cYellow"
arrColorNames(3) = "cLime"
arrColorNames(4) = "cCyan"
arrColorNames(5) = "cBlue"
arrColorNames(6) = "cPurple"
arrColorNames(7) = "cMagenta"
arrColorNames(8) = "cEmpty"
' Set up screen
imgScreen = _NewImage(1024, 768, 32): _ScreenMove 0, 0
Screen imgScreen
Cls , cGray
' Generate color palette
MakePaletteImage imgPalette, arrColor()
'' Draw palette on screen:
''_PutImage (xDest%, yDest%), imgSource&, imgDest&, (sx1%, sy1%)-(sx2%, sy2%)
'_PutImage (400, 300), imgPalette, imgScreen, (0,0)-(_WIDTH(imgPalette), _HEIGHT(imgPalette))
' Set up tiles
GetVectorTiles
' Set up screen boundaries, initial colors, etc.
iMinX = 0: iMaxX = _Width(0) \ 8
iMinY = 0: iMaxY = _Height(0) \ 8
DebugPrint "iMaxX = _Width(0) = " + cstr$(iMaxX)
DebugPrint "iMaxY = _Height(0) = " + cstr$(iMaxY)
iFgColorIndex = iMinFgColorIndex - 1
' Freeze dislay
_Display
' Test text
'MyString = "#"
'MyString = "BOO!"
MyString = "HELLO WORLD " + chr$(147) + " " + chr$(154) + " " + chr$(191) + chr$(13) + _
"HELLO WORLD " + chr$(147) + " " + chr$(154) + " " + chr$(191) + chr$(13) + _
"HELLO WORLD " + chr$(147) + " " + chr$(154) + " " + chr$(191) + chr$(13) + _
"THIS IS A TEST!"
iY = 5
iX = 5
For iLoop = 1 To Len(MyString)
iFgColorIndex = iFgColorIndex + 1: If iFgColorIndex > iMaxFgColorIndex Then iFgColorIndex = iMinFgColorIndex
iBgColorIndex = iBgColorIndex + 1: If iBgColorIndex > iMaxBgColorIndex Then iBgColorIndex = iMinBgColorIndex
iTileNum = Asc(Mid$(MyString, iLoop, 1))
If iTileNum = 13 Then
' Linebreak = go to a new line
iX = iMinX: iY = iY + 1: If iY > iMaxY Then iY = iMinY
Else
DrawVectorTilePutImage _
imgScreen, imgPalette, arrColor(), _
iTileNum, iX, iY, _
iFgColorIndex, iBgColorIndex
iX = iX + 1: If iX > iMaxX Then iX = iMinX: iY = iY + 1: If iY > iMaxY Then iY = iMinY
'iX = iX + 1: iY = iY + 1
If iX > iMaxX Then iX = iMinX
If iY > iMaxY Then iY = iMinY
End If
Next iLoop
' Resume display
_Display
_AutoDisplay
' Promput user
Color cWhite, cBlack: Locate 22, 1
Print "Press any key to continue";
Sleep
Screen 0 ' RETURN TO TEXT SCREEN
If imgScreen < -1 Or imgScreen > 0 Then _FreeImage imgScreen ' FREE MEMORY
End Sub ' DrawVectorTilePutImageTest
' /////////////////////////////////////////////////////////////////////////////
' Draw the shape with _PutImage commands using hardware images:
' Requires that this global shared variable be declared:
' Dim Shared m_arrLineTiles(0 To 255, 0 To 32) As RectangleType
' containing
' m_arrLineTiles({iTileNum}, {iShapeNum})
' where for each tile, dimension 2 index 0:
' m_arrLineTiles({iTileNum}, 0).PixelCount
' holds the last used {iShapeNum} index.
' Receives:
' imgScreen& = image handle of the screen to draw to
' imgPalette& = image handle of the palette containing 8x8 squares each with the desired color
' arrColor() = array containing _UNSIGNED Long RGB color values
' iTileNum% = 0-255, number of the tile in m_arrLineTiles to draw
' iX, iY = x/y position to draw 8x8 tile to (multiplied by 8 to get screen position)
' fgColor, bgColor = index for foreground/background color in arrColor (which contains the actual RGB values)
Sub DrawVectorTilePutImage( _
imgScreen&, imgPalette&, arrColor() as _UNSIGNED Long, _
iTileNum As Integer, iX As Integer, iY As Integer, _
fgColorIndex As Integer, bgColorIndex As Integer)
Dim iLoop As Integer
Dim sc% ' source column on tile sheet
Dim sr% ' source row on tile sheet
Dim sx1% ' source start x
Dim sx2% ' source end x
Dim sy1% ' source start y
Dim sy2% ' source end y
Dim xDest% ' destination x
Dim yDest% ' destination y
' Copy from palette
_Source imgPalette&
' Draw to screen
_Dest imgScreen&
' GET THE ROW OF TILE # TileNum% ON THE SOURCE TILE SHEET
sr% = 0 ' TileNum% \ rows%
' GET THE START Y COORDINATE ON THE SOURCE TILE SHEET
sy1% = sr% * 8
' draw background if not transparent
If bgColorIndex >= LBound(arrColor) Then
If bgColorIndex <= UBound(arrColor) Then
If arrColor(bgColorIndex) <> cEmpty Then
' GET THE COLUMN OF TILE # TileNum% ON THE SOURCE TILE SHEET
sc% = bgColorIndex ' TileNum% Mod rows%
' GET THE START X COORDINATE ON THE SOURCE TILE SHEET
sx1% = sc% * 8
' GET THE END X COORDINATE ON THE SOURCE TILE SHEET
sx2% = sx1% + 7
' GET THE END y COORDINATE ON THE SOURCE TILE SHEET
sy2% = sy1% + 7
' GET THE DESTINATION X COORDINATE ON THE SCREEN
xDest% = iX * 8 ' dx% * 8
' GET THE DESTINATION Y COORDINATE ON THE SCREEN
yDest% = iY * 8 ' (dy% * 8) '+ yOffset%
' Copy portion of source to the top-left corner of the destination page
_PutImage (xDest%, yDest%), _
imgPalette&, imgScreen&, _
(sx1%, sy1%)-(sx2%, sy2%)
End If
End If
End If
If fgColorIndex >= LBound(arrColor) Then
If fgColorIndex <= UBound(arrColor) Then
For iLoop = 1 To m_arrLineTiles(iTileNum, 0).PixelCount
' GET THE COLUMN OF TILE # TileNum% ON THE SOURCE TILE SHEET
sc% = fgColorIndex ' TileNum% Mod rows%
' GET THE START X COORDINATE ON THE SOURCE TILE SHEET
sx1% = sc% * 8
' GET THE END X COORDINATE ON THE SOURCE TILE SHEET
'sx2% = sx1% + 7
sx2% = sx1% + (m_arrLineTiles(iTileNum, iLoop).x2 - m_arrLineTiles(iTileNum, iLoop).x1)
' GET THE END y COORDINATE ON THE SOURCE TILE SHEET
'sy2% = sy1% + 7
sy2% = sy1% + (m_arrLineTiles(iTileNum, iLoop).y2 - m_arrLineTiles(iTileNum, iLoop).y1)
' GET THE DESTINATION X COORDINATE ON THE SCREEN
xDest% = (iX * 8) + m_arrLineTiles(iTileNum, iLoop).x1 ' dx% * 8
' GET THE DESTINATION Y COORDINATE ON THE SCREEN
yDest% = (iY * 8) + m_arrLineTiles(iTileNum, iLoop).y1 ' (dy% * 8) '+ yOffset%
' Copy portion of source to the top-left corner of the destination page
_PutImage (xDest%, yDest%), _
imgPalette&, imgScreen&, _
(sx1%, sy1%)-(sx2%, sy2%)
Next iLoop
End If
End If
End Sub ' DrawVectorTilePutImage
' /////////////////////////////////////////////////////////////////////////////
' (Same as DrawVectorTilePutImage but uses hardware images.)
' Draw the shape with _PutImage commands using hardware images:
' Requires that this global shared variable be declared:
' Dim Shared m_arrLineTiles(0 To 255, 0 To 32) As RectangleType
' containing
' m_arrLineTiles({iTileNum}, {iShapeNum})
' where for each tile, dimension 2 index 0:
' m_arrLineTiles({iTileNum}, 0).PixelCount
' holds the last used {iShapeNum} index.
' Receives:
' imgScreen& = image handle of hardware image for the screen to draw to
' imgPalette& = image handle of hardware image for palette containing 8x8 squares each with the desired color
' arrColor() = array containing _UNSIGNED Long RGB color values
' iTileNum% = 0-255, number of the tile in m_arrLineTiles to draw
' iX, iY = x/y position to draw 8x8 tile to (multiplied by 8 to get screen position)
' fgColor, bgColor = index for foreground/background color in arrColor (which contains the actual RGB values)
Sub DrawVectorTilePutImageHW( _
imgPalette&, arrColor() as _UNSIGNED Long, _
iTileNum As Integer, iX As Integer, iY As Integer, _
fgColorIndex As Integer, bgColorIndex As Integer)
Dim iLoop As Integer
Dim sc% ' source column on tile sheet
Dim sr% ' source row on tile sheet
Dim sx1% ' source start x
Dim sx2% ' source end x
Dim sy1% ' source start y
Dim sy2% ' source end y
Dim xDest% ' destination x
Dim yDest% ' destination y
' GET THE ROW OF TILE # TileNum% ON THE SOURCE TILE SHEET
sr% = 0 ' TileNum% \ rows%
' GET THE START Y COORDINATE ON THE SOURCE TILE SHEET
sy1% = sr% * 8
' draw background if not transparent
If bgColorIndex >= LBound(arrColor) Then
If bgColorIndex <= UBound(arrColor) Then
If arrColor(bgColorIndex) <> cEmpty Then
' GET THE COLUMN OF TILE # TileNum% ON THE SOURCE TILE SHEET
sc% = bgColorIndex ' TileNum% Mod rows%
' GET THE START X COORDINATE ON THE SOURCE TILE SHEET
sx1% = sc% * 8
' GET THE END X COORDINATE ON THE SOURCE TILE SHEET
sx2% = sx1% + 7
' GET THE END y COORDINATE ON THE SOURCE TILE SHEET
sy2% = sy1% + 7
' GET THE DESTINATION X COORDINATE ON THE SCREEN
xDest% = iX * 8
' GET THE DESTINATION Y COORDINATE ON THE SCREEN
yDest% = iY * 8
' Copy portion of source to the top-left corner of the destination page
_PutImage (xDest%, yDest%), _
imgPalette&, , _
(sx1%, sy1%)-(sx2%, sy2%)
End If
End If
End If
If fgColorIndex >= LBound(arrColor) Then
If fgColorIndex <= UBound(arrColor) Then
For iLoop = 1 To m_arrLineTiles(iTileNum, 0).PixelCount
' GET THE COLUMN/ROW OF TILE # TileNum% ON THE SOURCE TILE SHEET
sc% = fgColorIndex ' TileNum% Mod rows%
' GET THE START X COORDINATE ON THE SOURCE TILE SHEET
sx1% = sc% * 8
' GET THE END X COORDINATE ON THE SOURCE TILE SHEET
sx2% = sx1% + (m_arrLineTiles(iTileNum, iLoop).x2 - m_arrLineTiles(iTileNum, iLoop).x1)
' GET THE END y COORDINATE ON THE SOURCE TILE SHEET
sy2% = sy1% + (m_arrLineTiles(iTileNum, iLoop).y2 - m_arrLineTiles(iTileNum, iLoop).y1)
' GET THE DESTINATION X COORDINATE ON THE SCREEN
xDest% = (iX * 8) + m_arrLineTiles(iTileNum, iLoop).x1
' GET THE DESTINATION Y COORDINATE ON THE SCREEN
yDest% = (iY * 8) + m_arrLineTiles(iTileNum, iLoop).y1
' Copy portion of source to the top-left corner of the destination page
_PutImage (xDest%, yDest%), _
imgPalette&, , _
(sx1%, sy1%)-(sx2%, sy2%)
Next iLoop
End If
End If
End Sub ' DrawVectorTilePutImageHW
' /////////////////////////////////////////////////////////////////////////////
' Receives an array of _Unsigned Long RGB color values
' and returns a new image imgNew
' containing 8x8 squares with each color
' Usage:
' MakePaletteImage imgNew, arrColorRGB()
Sub MakePaletteImage (imgNew As Long, arrColorRGB() As _Unsigned Long)
Dim tw% ' width/height of tile
Dim iCount As Integer
Dim iY As Integer
Dim iX As Integer
Dim iLoop1 As Integer
tw% = 8 ' SIZE OF TILE
If imgNew < -1 Or imgNew > 0 Then _FreeImage imgNew ' FREE MEMORY
iY = tw%
iX = ((UBound(arrColorRGB) - LBound(arrColorRGB)) + 1) * tw%
If iX > 0 Then
imgNew = _NewImage(iX, iY, 32)
_Dest imgNew&
iY = 0
iCount = -1
For iLoop1 = LBound(arrColorRGB) To UBound(arrColorRGB)
iCount = iCount + 1
iX = iCount * tw%
Line (iX, iY)-(iX + 7, iY + 7), arrColorRGB(iCount), BF
Next iLoop1
End If
End Sub ' MakePaletteImage
' /////////////////////////////////////////////////////////////////////////////
Sub MakePaletteImageTest
Dim arrColor(0 To 7) As _Unsigned Long
Dim imgPalette As Long ' contains palette of colors
Dim imgScreen As Long ' the main display
arrColor(0) = cBlack
arrColor(1) = cRed
arrColor(2) = cYellow
arrColor(3) = cLime
arrColor(4) = cCyan
arrColor(5) = cBlue
arrColor(6) = cPurple
arrColor(7) = cMagenta
'arrColor(8) = cEmpty
imgScreen = _NewImage(1024, 768, 32): _ScreenMove 0, 0
Screen imgScreen
Cls , cGray
MakePaletteImage imgPalette, arrColor()
' Draw palette on screen:
'_PutImage (xDest%, yDest%), imgSource&, imgDest&, (sx1%, sy1%)-(sx2%, sy2%)
_PutImage (400, 300), imgPalette, imgScreen, (0, 0)-(_Width(imgPalette), _Height(imgPalette))
' Promput user
_Dest imgScreen
Color cWhite, cBlack
'PrintString1 15, 1, "Press any key to continue"
Locate 15, 1: Print "Press any key to continue";
Sleep
Screen 0 ' RETURN TO TEXT SCREEN
If imgScreen < -1 Or imgScreen > 0 Then _FreeImage imgScreen ' FREE MEMORY
End Sub ' MakePaletteImage
' /////////////////////////////////////////////////////////////////////////////
' Draw the shape with Line commands:
' Requires that this global shared variable be declared:
' Dim Shared m_arrLineTiles(0 To 255, 0 To 32) As RectangleType
' containing
' m_arrLineTiles({iTileNum}, {iShapeNum})
' where for each tile, dimension 2 index 0:
' m_arrLineTiles({iTileNum}, 0).PixelCount
' holds the last used {iShapeNum} index.
Sub DrawVectorTileLine (iTileNum As Integer, iX As Integer, iY As Integer, fgColor As _Unsigned Long, bgColor As _Unsigned Long)
If bgColor <> cEmpty Then
Line (iX, iY)-(iX + 7, iY + 7), bgColor, BF
End If
Dim iLoop As Integer
For iLoop = 1 To m_arrLineTiles(iTileNum, 0).PixelCount
Line (iX+m_arrLineTiles(iTileNum, iLoop).x1, _
iY+m_arrLineTiles(iTileNum, iLoop).y1 _
)-(iX+m_arrLineTiles(iTileNum, iLoop).x2, _
iY+m_arrLineTiles(iTileNum, iLoop).y2), _
fgColor, BF
Next iLoop
End Sub ' DrawVectorTileLine
' /////////////////////////////////////////////////////////////////////////////
' Get line drawing coordinates for 8x8 tileset.
' Requires that this global shared variable be declared:
' Dim Shared m_arrLineTiles(0 To 255, 0 To 32) As RectangleType
' containing
' m_arrLineTiles({iTileNum}, {iShapeNum})
' where for each tile, dimension 2 index 0:
' m_arrLineTiles({iTileNum}, 0).PixelCount
' holds the last used {iShapeNum} index.
' VECTOR TILE DRAWING EXPERIMENT
' Translates an 8x8 raster tileset into a set of (hopefully)
' optimized rectangle coordinates that can be quickly drawn to
' the screen with Line.
' GOAL: Optimize for each shape by determining how to draw it with the
' minimum number of line commands.
'
' For example this:
' ' DRAW WITH HORIZONTAL LINES
' Line (iX + 6, iY + 3)-(iX + 6, iY + 3), fgColor
' Line (iX + 6, iY + 4)-(iX + 6, iY + 4), fgColor
' could be replaced with:
' ' DRAW WITH VERTICAL LINES
' Line (iX + 6, iY + 3)-(iX + 6, iY + 4), fgColor
' For each tile, we store a list of line coordinates (x1,y1,x2,y2)
' in a 2D array, and draw using a simple drawing routine that
' receives the list of coordinates, fgColor and bgColor,
' and draws all shapes (solid rectangles) with Line.
' If bgColor is not transparent and if we want a background color
' then we first draw an 8x8 bgColor rectangle first and then
' draw the shape on top of that.
' Rather than compute this on the fly, we could precompute it and
' for each given tile, store the list of those rectangle coordinates
' (x1,y1,x2,y2) for drawing it indexed by the tile's definition in
' hexidecimal where 16-bits (0-F) defines the bit pattern for each
' row in the tile, therefore a tile's definition can be stored by
' 8 characters (or less if we use base 64). Perhaps build a utility
' that will compute the optimal drawing pattern for every possible
' combination of an 8x8 grid, and index them all by the tile's 8-byte
' hexidecimal definition. It might take a while to run, but once it
' does, we will have a database of every possible tile's optimized
' drawing instructions that can be quickly looked up.
' Then we only pull out those definitions for the tiles that our
' given program uses, so the data would be relatively small
' (even smaller if we encode it with base-64).
' TODO: maybe optimize with linked list?
Sub GetVectorTiles
Dim RoutineName As String: RoutineName = "GetVectorTiles"
ReDim arrTileText(0 To 255) As String
ReDim arrShapes1(-1) As RectangleType
Dim iTileNum As Integer
Dim iLoop1 As Integer
Dim sLine As String
Dim iLen As Integer
'' DEBUG
'Dim sStartTime As String : sStartTime = "TBD"
'Dim sEndTime As String : sEndTime = "TBD"
'sStartTime = CurrentDateTime$
'DebugPrint CurrentDateTime$ + " started " + RoutineName
' Get raster tiles as a string array
GetTileText arrTileText()
' Get minimum set of Line coordinates for each tile
For iTileNum = 0 To 255
FindOptimizedVector arrTileText(iTileNum), arrShapes1()
' If we have coordinates, add it to the database
If UBound(arrShapes1) > -1 Then
'DebugPrint "# x1 y1 x2 y2 Pixels IsActive"
'for iLoop1 = lbound(arrShapes1) to ubound(arrShapes1)
' sLine = ""
' sLine = sLine + left$(cstr$(iLoop1) + String$(4, " "), 4)
' sLine = sLine + left$(cstr$(arrShapes1(iLoop1).x1) + String$(2, " "), 2) + " "
' sLine = sLine + left$(cstr$(arrShapes1(iLoop1).y1) + String$(2, " "), 2) + " "
' sLine = sLine + left$(cstr$(arrShapes1(iLoop1).x2) + String$(2, " "), 2) + " "
' sLine = sLine + left$(cstr$(arrShapes1(iLoop1).y2) + String$(2, " "), 2) + " "
' sLine = sLine + left$(cstr$(arrShapes1(iLoop1).PixelCount) + String$(7, " "), 7) + " "
' sLine = sLine + TrueFalse$(arrShapes1(iLoop1).IsActive)
' DebugPrint sLine
'next iLoop1
' SAVE SHAPES TO TILE
iLen = 0
For iLoop1 = LBound(arrShapes1) To UBound(arrShapes1)
If arrShapes1(iLoop1).IsActive = TRUE Then
iLen = iLen + 1
' NOTE: we do -1 because FindOptimizedVector does it 1-based,
' don't ask me why, i was confused and don't want to
' spend time right now to fix it,
' but it saves math later to do 0-based
m_arrLineTiles(iTileNum, iLen).x1 = arrShapes1(iLoop1).x1 - 1
m_arrLineTiles(iTileNum, iLen).y1 = arrShapes1(iLoop1).y1 - 1
m_arrLineTiles(iTileNum, iLen).x2 = arrShapes1(iLoop1).x2 - 1
m_arrLineTiles(iTileNum, iLen).y2 = arrShapes1(iLoop1).y2 - 1
m_arrLineTiles(iTileNum, iLen).PixelCount = arrShapes1(iLoop1).PixelCount
m_arrLineTiles(iTileNum, iLen).IsActive = arrShapes1(iLoop1).IsActive
End If
Next iLoop1
' MARK TILE (ubound 2, index 0) AS HAVING SHAPES + SAVE COUNT
m_arrLineTiles(iTileNum, 0).IsActive = TRUE
m_arrLineTiles(iTileNum, 0).PixelCount = iLen ' (iTileNum, 0).PixelCount stores the # of shapes
' DISABLE ANY REMAINING ENTRIES
For iLoop1 = (iLen + 1) To UBound(m_arrLineTiles, 2)
m_arrLineTiles(iTileNum, iLoop1).IsActive = FALSE
Next iLoop1
Else
' This tile must have been blank
'DebugPrint "*** NO SHAPES TO DRAW THIS TILE ***"
' MARK THIS TILE AS HAVING NO SHAPES
m_arrLineTiles(iTileNum, 0).IsActive = FALSE
m_arrLineTiles(iTileNum, 0).PixelCount = 0 ' (iTileNum, 0).PixelCount stores the # of shapes
End If
Next iTileNum
'' DEBUG
'sEndTime = CurrentDateTime$
'DebugPrint RoutineName + " finished:"
'DebugPrint " started at: " + sStartTime
'DebugPrint " finished at: " + sEndTime
End Sub ' GetVectorTiles
' /////////////////////////////////////////////////////////////////////////////
' 254 solid
' 253 empty
' 252 shaded
' 241 bricks
' 191 checker
' 194 - 197 arrows u/d/l/r
' 169 top left corner
' 154 diamond
' 155 +
' 151 empty circle
' 145 solid circle
' 147 heart
Sub GetVectorTilesTest
Dim imgScreen As Long ' the main display
Dim MyString As String
Dim iLoop As Integer
Dim iTileNum As Integer
Dim arrColor(0 To 8) As _Unsigned Long
Dim iMinFgColorIndex As Integer: iMinFgColorIndex = 0
Dim iMaxFgColorIndex As Integer: iMaxFgColorIndex = 7
Dim iMinBgColorIndex As Integer: iMinBgColorIndex = 0
Dim iMaxBgColorIndex As Integer: iMaxBgColorIndex = 8
Dim iFgColorIndex As Integer: iFgColorIndex = iMinFgColorIndex
Dim iBgColorIndex As Integer: iBgColorIndex = iMinBgColorIndex
Dim iX As Integer
Dim iY As Integer
Dim iMinX As Integer
Dim iMaxX As Integer
Dim iMinY As Integer
Dim iMaxY As Integer
' Initialize colors
arrColor(0) = cBlack
arrColor(1) = cRed
arrColor(2) = cYellow
arrColor(3) = cLime
arrColor(4) = cCyan
arrColor(5) = cBlue
arrColor(6) = cPurple
arrColor(7) = cMagenta
arrColor(8) = cEmpty
' Set up screen
imgScreen = _NewImage(1024, 768, 32): _ScreenMove 0, 0
Screen imgScreen
Cls , cGray
' Set up tiles
GetVectorTiles
' Test text
MyString = "HELLO WORLD " + chr$(147) + " " + chr$(154) + " " + chr$(191) + chr$(13) + _
"HELLO WORLD " + chr$(147) + " " + chr$(154) + " " + chr$(191) + chr$(13) + _
"HELLO WORLD " + chr$(147) + " " + chr$(154) + " " + chr$(191) + chr$(13) + _
"THIS IS A TEST!"
' Set up screen boundaries, initial colors, etc.
iMinX = 0: iMaxX = _Width(0) \ 8
iMinY = 0: iMaxY = _Height(0) \ 8
iFgColorIndex = iMinFgColorIndex - 1
iY = 5
iX = 5
For iLoop = 1 To Len(MyString)
iFgColorIndex = iFgColorIndex + 1: If iFgColorIndex > iMaxFgColorIndex Then iFgColorIndex = iMinFgColorIndex
iBgColorIndex = iBgColorIndex + 1: If iBgColorIndex > iMaxBgColorIndex Then iBgColorIndex = iMinBgColorIndex
iTileNum = Asc(Mid$(MyString, iLoop, 1))
If iTileNum = 13 Then
' Linebreak = go to a new line
iX = iMinX: iY = iY + 1: If iY > iMaxY Then iY = iMinY
Else
'DrawVectorTileLine iTileNum, iX*8, iY*8, arrColor(iFgColorIndex), cEmpty
DrawVectorTileLine iTileNum, iX * 8, iY * 8, arrColor(iFgColorIndex), arrColor(iBgColorIndex)
iX = iX + 1: If iX > iMaxX Then iX = iMinX: iY = iY + 1: If iY > iMaxY Then iY = iMinY
End If
Next iLoop
' Promput user
Color cWhite, cBlack: Locate 22, 1
Print "Press any key to continue";
Sleep
Screen 0 ' RETURN TO TEXT SCREEN
If imgScreen < -1 Or imgScreen > 0 Then _FreeImage imgScreen ' FREE MEMORY
End Sub ' GetVectorTilesTest
' /////////////////////////////////////////////////////////////////////////////
' Calculates and returns the coordinates for every possible rectangle shape
' from 1-8 pixels high, and 1-8 pixels wide.
Sub GetAllPossibleShapes (arrShapes1() As RectangleType)
ReDim arrShapes1(-1) As RectangleType
Dim iLoopRows As Integer
Dim iLoopCols As Integer
Dim iIndex As Integer
Dim iLoopY As Integer
Dim iLoopX As Integer
For iLoopRows = 1 To 8
For iLoopCols = 1 To 8
' Add next shape to array
iIndex = UBound(arrShapes1) + 1
ReDim _Preserve arrShapes1(0 To iIndex) As RectangleType
' Save coordinates
arrShapes1(iIndex).x1 = 1
arrShapes1(iIndex).y1 = 1
arrShapes1(iIndex).x2 = iLoopCols
arrShapes1(iIndex).y2 = iLoopRows
arrShapes1(UBound(arrShapes1)).PixelCount = 0
' Count Pixels
For iLoopY = 1 To 8
For iLoopX = 1 To 8
if _
iLoopY >= arrShapes1(iIndex).y1 _
and _
iLoopY <= arrShapes1(iIndex).y2 _
and _
iLoopX >= arrShapes1(iIndex).x1 _
and _
iLoopX <= arrShapes1(iIndex).x2 _
then
'sLine = sLine + "#"
arrShapes1(UBound(arrShapes1)).PixelCount = arrShapes1(UBound(arrShapes1)).PixelCount + 1
Else
'sLine = sLine + "."
End If
Next iLoopX
'DebugPrint sLine
Next iLoopY
Next iLoopCols
Next iLoopRows
End Sub ' GetAllPossibleShapes
' /////////////////////////////////////////////////////////////////////////////
' Tests GetAllPossibleShapes to retrieve the coordinates for every possible
' rectangle shape from 1-8 pixels high, and 1-8 pixels wide,
' and uses Line to draw them on the screen.
Sub GetAllPossibleShapesTest
ReDim arrShapes1(-1) As RectangleType
Dim arrColor(0 To 7) As _Unsigned Long
Dim iLoopShape As Integer
Dim iOffsetY As Integer
Dim iOffsetX As Integer
Dim iColorIndex As Integer
Dim iMinColorIndex As Integer: iMinColorIndex = 1
Dim iMaxColorIndex As Integer: iMaxColorIndex = 7
Dim in$
Dim iX As Integer
Dim iY As Integer
Dim iSizeW As Integer
Dim iSizeH As Integer
Dim fgColor As _Unsigned Long
Dim iMinX As Integer
Dim iMinY As Integer
Dim iMaxX As Integer
Dim iMaxY As Integer
Screen _NewImage(1280, 1024, 32): _ScreenMove 0, 0
iMinX = 0
iMinY = 17
iMaxX = (_Width(0) / 8) ' iMaxX = _Width(0) - 16
iMaxY = _Height(0) - 16
iOffsetY = iMinY
iOffsetX = iMinX
arrColor(0) = cBlack
arrColor(1) = cRed
arrColor(2) = cYellow
arrColor(3) = cLime
arrColor(4) = cCyan
arrColor(5) = cBlue
arrColor(6) = cPurple
arrColor(7) = cMagenta
GetAllPossibleShapes arrShapes1()
iColorIndex = iMinColorIndex
For iLoopShape = 0 To UBound(arrShapes1)
DebugPrint _
"(" + cstr$(arrShapes1(iLoopShape).x1) + ", " + cstr$(arrShapes1(iLoopShape).y1) + ")-" + _
"(" + cstr$(arrShapes1(iLoopShape).x2) + ", " + cstr$(arrShapes1(iLoopShape).y2) + ") " + _
cstr$(arrShapes1(iLoopShape).PixelCount) + " pixels"
iX = arrShapes1(iLoopShape).x1 + iOffsetX
iY = arrShapes1(iLoopShape).y1 + iOffsetY
iSizeW = (arrShapes1(iLoopShape).x2 - arrShapes1(iLoopShape).x1) + 1
iSizeH = (arrShapes1(iLoopShape).y2 - arrShapes1(iLoopShape).y1) + 1
fgColor = arrColor(iColorIndex)
DrawRectSolid iX, iY, iSizeW, iSizeH, fgColor
iOffsetX = iOffsetX + 16: If iOffsetX > iMaxX Then iOffsetX = iMinX: iOffsetY = iOffsetY + 16: If iOffsetY > iMaxY Then iOffsetY = iMinY
iColorIndex = iColorIndex + 1: If iColorIndex > iMaxColorIndex Then iColorIndex = iMinColorIndex
Next iLoopShape
Locate 1, 1
Color cWhite, cBlack
Input "PRESS <ENTER> TO CONTINUE"; in$
Screen 0
End Sub ' GetAllPossibleShapes
' /////////////////////////////////////////////////////////////////////////////
Sub DumpNextShape (oShape As RectangleType, sVarName As String)
Dim iLoopY As Integer
Dim iLoopX As Integer
Dim sLine As String
If Len(sVarName) > 0 Then
DebugPrint sVarName + ":"
Else
DebugPrint "RectangleType:"
End If
DebugPrint _
"(" + cstr$(oShape.x1) + ", " + cstr$(oShape.y1) + ")-" + _
"(" + cstr$(oShape.x2) + ", " + cstr$(oShape.y2) + ") " + _
cstr$(oShape.PixelCount) + " pixels, " + _
"IsActive=" + TrueFalse$(oShape.IsActive)
For iLoopY = 1 To 8
sLine = ""
For iLoopX = 1 To 8
if _
iLoopY >= oShape.y1 _
and _
iLoopY <= oShape.y2 _
and _
iLoopX >= oShape.x1 _
and _
iLoopX <= oShape.x2 _
then
sLine = sLine + "#"
Else
sLine = sLine + "."
End If
Next iLoopX
DebugPrint sLine
Next iLoopY
DebugPrint ""
End Sub ' DumpNextShape
' /////////////////////////////////////////////////////////////////////////////
' Dump all shapes in array.
' {i} in sVarName is replaced by array index
Sub DumpShapeList (arrShapes() As RectangleType, sVarName As String)
Dim iLoop1 As Integer
Dim sNextVarName As String
For iLoop1 = 0 To UBound(arrShapes3)
sNextVarName = Replace$(sVarName, "{i}", cstr$(iLoop1))
DumpNextShape arrShapes(iLoop1), sVarName
Next iLoop1
End Sub ' DumpShapeList
' /////////////////////////////////////////////////////////////////////////////
' Receives an array of shapes
'
Sub GetActiveShapes (arrShapes2() As RectangleType, arrShapes3() As RectangleType)
Dim iLoopShape As Integer
Dim iIndex As Integer
ReDim arrShapes3(-1) As RectangleType
For iLoopShape = 0 To UBound(arrShapes2)
If arrShapes2(iLoopShape).IsActive = TRUE Then
iIndex = UBound(arrShapes3) + 1
ReDim _Preserve arrShapes3(0 To iIndex) As RectangleType
arrShapes3(iIndex).y1 = arrShapes2(iLoopShape).y1
arrShapes3(iIndex).x1 = arrShapes2(iLoopShape).x1
arrShapes3(iIndex).y2 = arrShapes2(iLoopShape).y2
arrShapes3(iIndex).x2 = arrShapes2(iLoopShape).x2
arrShapes3(iIndex).PixelCount = arrShapes2(iLoopShape).PixelCount
arrShapes3(iIndex).IsActive = arrShapes2(iLoopShape).IsActive
End If
Next iLoopShape
End Sub ' GetActiveShapes
' /////////////////////////////////////////////////////////////////////////////
Function DelimIntegerListsAreEqual% (sList1 As String, sList2 As String, sDelim As String)
Dim bResult As Integer: bResult = FALSE
Dim arrList1(-1) As Integer
Dim arrList2(-1) As Integer
Dim iLoop1 As Integer
Dim iLoop2 As Integer
Dim bFound As Integer
' Convert delimited lists into integer arrays
GetIntegerArrayFromDelimList sList1, sDelim, 0, arrList1()
GetIntegerArrayFromDelimList sList2, sDelim, 0, arrList2()
' Are lists same size?
If UBound(arrList1) = UBound(arrList2) Then
bResult = TRUE
End If
' Check list #2 against list #1
If bResult = TRUE Then
' Are all items in list #1 in list #2?
For iLoop1 = LBound(arrList1) To UBound(arrList1)
bFound = FALSE
For iLoop2 = LBound(arrList2) To UBound(arrList2)
If arrList2(iLoop2) = arrList1(iLoop1) Then
bFound = TRUE
Exit For
End If
Next iLoop2
If bFound = FALSE Then
' not found, lists not equal
bResult = FALSE
Exit For
End If
Next iLoop1
End If
' Check list #1 against list #2
If bResult = TRUE Then
For iLoop1 = LBound(arrList2) To UBound(arrList2)
bFound = FALSE
For iLoop2 = LBound(arrList1) To UBound(arrList1)
If arrList1(iLoop2) = arrList2(iLoop1) Then
bFound = TRUE
Exit For
End If
Next iLoop2
If bFound = FALSE Then
' not found, lists not equal
bResult = FALSE
Exit For
End If
Next iLoop1
End If
' Return results
DelimIntegerListsAreEqual% = bResult
End Function ' DelimIntegerListsAreEqual%
' /////////////////////////////////////////////////////////////////////////////
' DumpTileFromShapes arrShapes1(), bIncludeInactive, bShowRowsAndColumns
Sub DumpTileFromShapes (arrShapes1() As RectangleType, bIncludeInactive As Integer, bShowRowsAndColumns As Integer)
ReDim arrTile1(1 To 8, 1 To 8) As String
Dim iDestY As Integer
Dim iDestX As Integer
Dim iLoop1 As Integer
Dim sLine As String
' Initialize next tile
For iDestY = 1 To 8: For iDestX = 1 To 8: arrTile1(iDestY, iDestX) = ".": Next iDestX: Next iDestY
' Draw all (active) shapes onto tile
For iLoop1 = LBound(arrShapes1) To UBound(arrShapes1)
If arrShapes1(iLoop1).IsActive = TRUE Or bIncludeInactive = TRUE Then
For iDestY = 1 To 8
For iDestX = 1 To 8
If iDestY >= arrShapes1(iLoop1).y1 Then
If iDestY <= arrShapes1(iLoop1).y2 Then
If iDestX >= arrShapes1(iLoop1).x1 Then
If iDestX <= arrShapes1(iLoop1).x2 Then
arrTile1(iDestY, iDestX) = "#"
End If
End If
End If
End If
Next iDestX
Next iDestY
End If
Next iLoop1
' Output the shape
If bShowRowsAndColumns = TRUE Then DebugPrint " 12345678"
For iDestY = 1 To 8
sLine = ""
If bShowRowsAndColumns = TRUE Then sLine = sLine + cstr$(iDestY)
For iDestX = 1 To 8
sLine = sLine + arrTile1(iDestY, iDestX)
Next iDestX
If bShowRowsAndColumns = TRUE Then sLine = sLine + cstr$(iDestY)
DebugPrint sLine
Next iDestY
If bShowRowsAndColumns = TRUE Then DebugPrint " 12345678"
End Sub ' DumpTileFromShapes
' /////////////////////////////////////////////////////////////////////////////
' DumpTile arrTile1(), bShowRowsAndColumns
Sub DumpTile (arrTile1( 1 To 8 , 1 To 8) As String, bShowRowsAndColumns As Integer)
Dim iDestY As Integer
Dim iDestX As Integer
Dim sLine As String
' Output the tile
If bShowRowsAndColumns = TRUE Then DebugPrint " 12345678"
For iDestY = 1 To 8
sLine = ""
If bShowRowsAndColumns = TRUE Then sLine = sLine + cstr$(iDestY)
For iDestX = 1 To 8
sLine = sLine + arrTile1(iDestY, iDestX)
Next iDestX
If bShowRowsAndColumns = TRUE Then sLine = sLine + cstr$(iDestY)
DebugPrint sLine
Next iDestY
If bShowRowsAndColumns = TRUE Then DebugPrint " 12345678"
End Sub ' DumpTile
' /////////////////////////////////////////////////////////////////////////////
' Receives an 8x8 raster tile definition and returns a list of coordinates
' for the minimum number of rectangles to draw that tile.
' This version uses a brute force method, ie draw every size rectangle
' from 1x1 up to 8x8 (which can themselves be precalculated) in every
' available location in the 8x8 grid (where no part of any rectangle falls
' off the grid), then tries every combination of those rectangles to find
' the combination where the the minimum number of rectangles cover all
' points (or if 2 combinations have the same # of rectangles, the one that
' covers the lesser total points).
' (You can try searching for "rectangular decomposition of binary images"
' and similar to find a better algorithm.)
' Receives:
' TileString (String) = contains 8x8 raster tile definition as a string, where
' empty space represended by ".",
' pixel represented by any non-whitespace character,
' each row separated by chr$(13).
' Returns (byref):
' arrOptimizedShapes (array of RectangleType) = array of rectangle coordinates
' defining the shapes that will draw the tile.
'
' Return value = empty string if successful, error message if not.
Sub FindOptimizedVector (TileString As String, arrShapes1() As RectangleType)
Dim RoutineName As String: RoutineName = "FindOptimizedVector"
Dim bContinue As Integer: bContinue = TRUE
ReDim arrTile1(1 To 8, 1 To 8) As String
ReDim arrTile2(1 To 8, 1 To 8) As String
ReDim arrShapes2(-1) As RectangleType
ReDim arrCompare(-1) As DrawCompareType
Dim oShapeSet As DrawCompareType
Dim iLoopY As Integer
Dim iLoopX As Integer
Dim iDestY As Integer
Dim iDestX As Integer
Dim iSizeY As Integer
Dim iSizeX As Integer
Dim iEndY As Integer
Dim iEndX As Integer
Dim iTestY As Integer
Dim iTestX As Integer
Dim bShapeFits As Integer
Dim iLoop1 As Integer
Dim iLoop2 As Integer
Dim iIndex As Integer
Dim sItemList As String
Dim iShapeCount As Integer
Dim iPixelCount As Integer
Dim bFinished As Integer
Dim sCompare As String
ReDim arrTestIndex(-1) As Integer
Dim iShapeIndex As Integer
Dim iRound As Integer
Dim sLine As String
'' ****************************************************************************************************************************************************************
'' DEBUG:
'Dim sStartTime As String : sStartTime = CurrentDateTime$
'Dim sEndTime As String : sEndTime = ""
'DebugPrint sStartTime + " started " + RoutineName
'' ****************************************************************************************************************************************************************
' =============================================================================
' INITIALIZE
If bContinue = TRUE Then
' -----------------------------------------------------------------------------
' Init results
ReDim arrShapes1(-1) As RectangleType
' -----------------------------------------------------------------------------
' Turn tile into 2D array
StringTo2dArray arrTile1(), TileString
' -----------------------------------------------------------------------------
' Count pixels
iPixelCount = 0
For iLoopY = LBound(arrTile1, 1) To UBound(arrTile1, 1)
For iLoopX = LBound(arrTile1, 2) To UBound(arrTile1, 2)
If arrTile1(iLoopY, iLoopX) <> "." Then
iPixelCount = iPixelCount + 1
End If
Next iLoopX
Next iLoopY
' If shape is blank no need to continue looking
' we can just return an empty array
If iPixelCount = 0 Then
bContinue = FALSE
End If
End If
' @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
' BEGIN LOOK FOR MINIMUM COMBINATION OF SHAPES TO DRAW TILE
If bContinue = TRUE Then
' =============================================================================
' Get a set of every size shape (rectangle) from 1x1 up to 8x8
GetAllPossibleShapes arrShapes1()
'DebugPrint "ALL POSSIBLE SHAPES:"
'DumpShapeList arrShapes1(), "arrShapes1{i}"
' =============================================================================
' Try each shape in every location on the tile, to see which fit
For iLoop1 = 0 To UBound(arrShapes1)
' Try plotting next shape in every position
For iDestY = 1 To 8
For iDestX = 1 To 8
' Track whether shape is fully on the tile at this position
bShapeFits = FALSE
' Does shape fit at this Y position?
iSizeY = arrShapes1(iLoop1).y2 - arrShapes1(iLoop1).y1
iEndY = iDestY + iSizeY
If iEndY < 9 Then
' Does shape fit at this X position?
iSizeX = arrShapes1(iLoop1).x2 - arrShapes1(iLoop1).x1
iEndX = iDestX + iSizeX
If iEndX < 9 Then
' The shape is fully on the tile here
bShapeFits = TRUE
' Now see if any of shape's pixels fall outside of tile's pixels?
For iTestY = iDestY To iEndY
For iTestX = iDestX To iEndX
If arrTile1(iTestY, iTestX) = "." Then
' No pixel here, shape fails
bShapeFits = FALSE
Exit For
End If
Next iTestX
If bShapeFits = FALSE Then Exit For
Next iTestY
End If
End If
' If shape fits, add it to the list of shapes/positions that work for the tile
If bShapeFits = TRUE Then
iIndex = UBound(arrShapes2) + 1
ReDim _Preserve arrShapes2(0 To iIndex) As RectangleType
arrShapes2(iIndex).y1 = iDestY
arrShapes2(iIndex).x1 = iDestX
arrShapes2(iIndex).y2 = iEndY
arrShapes2(iIndex).x2 = iEndX
arrShapes2(iIndex).PixelCount = arrShapes1(iLoop1).PixelCount
arrShapes2(iIndex).IsActive = TRUE
End If
Next iDestX
Next iDestY
Next iLoop1
' Eliminate non-active shapes
GetActiveShapes arrShapes2(), arrShapes1()
'DebugPrint "ALL SHAPES/LOCATIONS THAT MATCHED + FIT:"
'DumpShapeList arrShapes2(), "arrShapes2{i}"
' =============================================================================
' Remove redundant shapes (any where another shape covers more points)
For iLoop1 = 0 To UBound(arrShapes1)
' make sure shape #1 was not eliminated
If arrShapes1(iLoop1).IsActive = TRUE Then
' compare shape #1 against all other shapes
For iLoop2 = 0 To UBound(arrShapes1)
' don't compare against itself
If iLoop2 <> iLoop1 Then
' make sure shape #2 was not eliminated
If arrShapes1(iLoop2).IsActive = TRUE Then
' can shape #2 do what shape #1 can do? (covers all points shape #1 does)
if _
arrShapes1(iLoop1).y1 >= arrShapes1(iLoop2).y1 _
and _
arrShapes1(iLoop1).y2 <= arrShapes1(iLoop2).y2 _
and _
arrShapes1(iLoop1).x1 >= arrShapes1(iLoop2).x1 _
and _
arrShapes1(iLoop1).x2 <= arrShapes1(iLoop2).x2 _
then
' does shape #2 do it better? (cover more points than shape #1)
If arrShapes1(iLoop2).PixelCount >= arrShapes1(iLoop1).PixelCount Then
' Remove shape #1
arrShapes1(iLoop1).IsActive = FALSE
End If
End If
End If
End If
Next iLoop2
End If
Next iLoop1
' Eliminate non-active shapes
GetActiveShapes arrShapes1(), arrShapes2()
'DebugPrint "SHAPES THAT MATCHED + FIT, NON-REDUNDANT LEVEL 1:"
'DumpShapeList arrShapes2(), "arrShapes2{i}"
End If
' =============================================================================
' Can we do without any?
' Compare all combinations subtractively:
' 1. Count enabled shapes + total pixels for full list of shapes "set A".
' 2. Save "set A" to the "contender list",
' with the shape count and total pixel count.
' 3. For each shape "x":
' a) see if full tile can still be drawn without "x"
' (where the set of shapes minus "x" is "set y").
' b) If full tile can be drawn, save "set y" to the "contender list"
' with the shape count and total pixel count.
' 4. When done, identify the winner "set z" that can draw the full tile
' using the minimum shape coverage.
' a) The set with the smallest tile count wins.
' b) In the event of a tie, the set with the least total pixel count wins.
' c) In the event of another tie, just use the first finalist.
' 5. Disable all shapes NOT in the winning "set z".
' 6. Save list of enabled shapes to "last winner".
' 7. Repeat steps 1-5 until, comparing the list of enabled shapes to
' the list "last winner". When the list stops changing (lists are equal),
' we have gone as far as we can go.
' 8. Return shapes in "last winner" as final result.
If bContinue = TRUE Then
' -----------------------------------------------------------------------------
' Start with all
' 1. Count enabled shapes + total pixels for full list of shapes "set A".
' 2. Save "set A" to the "contender list",
' with the shape count and total pixel count.
sItemList = ""
iShapeCount = 0
iPixelCount = 0
For iLoop1 = LBound(arrShapes2) To UBound(arrShapes2)
sItemList = sItemList + IIFSTR$(Len(sItemList) = 0, "", ",") + cstr$(iLoop1)
iShapeCount = iShapeCount + 1
iPixelCount = iPixelCount + arrShapes2(iLoop1).PixelCount
Next iLoop1
oShapeSet.IndexList = sItemList
oShapeSet.ShapeCount = iShapeCount
oShapeSet.PixelCount = iPixelCount
oShapeSet.IsActive = TRUE
' -----------------------------------------------------------------------------
' Now see which combinations can draw the tile
iRound = 0
bFinished = FALSE
Do
' At the top of the loop, oShapeSet contains the latest set of shapes
iRound = iRound + 1
' Get the list of shapes (indexes pointing to each shape in arrShapes2)
' All this packing and unpacking probably wastes cycles
' It might not be necessary if we had arrays inside of types!
GetIntegerArrayFromDelimList oShapeSet.IndexList, ",", 0, arrTestIndex()
' Clear the list of contenders
ReDim arrCompare(-1) As DrawCompareType
'' ****************************************************************************************************************************************************************
'DebugPrint "################################################################################################################################################################"
'DebugPrint "Round " + cstr$(iRound) + " shapes to dedupe:"
'for iLoop2 = lbound(arrTestIndex) to ubound(arrTestIndex)
' iIndex = arrTestIndex(iLoop2)
' DumpNextShape arrShapes2(iIndex), "Shape " + cstr$(iIndex) + " round " + cstr$(iRound) + ""
' DebugPrint ""
'Next iLoop2
'DebugPrint "################################################################################################################################################################"
'' ****************************************************************************************************************************************************************
' 3. For each shape "x":
' a) see if full tile can still be drawn without "x"
' (where the set of shapes minus "x" is "set y").
' b) If full tile can be drawn, save "set y" to the "contender list"
' with the shape count and total pixel count.
For iLoop1 = LBound(arrTestIndex) To UBound(arrTestIndex)
''DEBUG:
'DebugPrint "????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????"
'DebugPrint "Can we eliminate " + cstr$(iLoop1) ' this shape?"
'DumpNextShape arrShapes2(iLoop1), "arrShapes2(" + cstr$(iLoop1) + ")"
'DebugPrint "????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????"
'DebugPrint ""
' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
' Clear test tile
ReDim arrTile2(1 To 8, 1 To 8) As String
For iDestY = 1 To 8
For iDestX = 1 To 8
arrTile2(iDestY, iDestX) = "."
Next iDestX
Next iDestY
' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
' Try drawing next combination of shapes in the test tile
sItemList = ""
iShapeCount = 0
iPixelCount = 0
For iLoop2 = LBound(arrTestIndex) To UBound(arrTestIndex)
' Make sure it's not shape "x"
If iLoop2 <> iLoop1 Then
iIndex = arrTestIndex(iLoop2)
sItemList = sItemList + IIFSTR$(Len(sItemList) = 0, "", ",") + cstr$(iIndex)
iShapeCount = iShapeCount + 1
iPixelCount = iPixelCount + arrShapes2(iIndex).PixelCount
For iDestY = 1 To 8
For iDestX = 1 To 8
If iDestY >= arrShapes2(iIndex).y1 Then
If iDestY <= arrShapes2(iIndex).y2 Then
If iDestX >= arrShapes2(iIndex).x1 Then
If iDestX <= arrShapes2(iIndex).x2 Then
arrTile2(iDestY, iDestX) = "#"
End If
End If
End If
End If
Next iDestX
Next iDestY
End If
Next iLoop2
''DebugPrint "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~"
''DebugPrint "Attempted drawing tile without " + cstr$(iLoop1) ' item #" + cstr$(iLoop1)
''DumpTile arrTile2(), TRUE
'DebugPrint "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~"
'DebugPrint ""
'DebugPrint "RESULT$:"
iShapeIndex = arrTestIndex(iLoop1)
' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
' Does the test tile match the real tile?
sCompare = TilesAreEqual$(arrTile1(), arrTile2())
If Len(sCompare) = 0 Then
' Add to the list of contenders
iIndex = UBound(arrCompare) + 1
ReDim _Preserve arrCompare(0 To iIndex) As DrawCompareType
arrCompare(iIndex).IndexList = sItemList
arrCompare(iIndex).ShapeCount = iShapeCount
arrCompare(iIndex).PixelCount = iPixelCount
arrCompare(iIndex).IsActive = TRUE
'DebugPrint "*******************************************************************************"
'DebugPrint "YES: Tile can be drawn without shape " + cstr$(iShapeIndex) + " round " + cstr$(iRound)
'DebugPrint "arrCompare(" + cstr$(iIndex) + ").IndexList = " + sItemList
'DebugPrint "arrCompare(" + cstr$(iIndex) + ").ShapeCount = " + cstr$(iShapeCount)
'DebugPrint "arrCompare(" + cstr$(iIndex) + ").PixelCount = " + cstr$(PixelCount)
'DebugPrint "*******************************************************************************"
'else
'DebugPrint "*******************************************************************************"
'DebugPrint "NOPE: Tile cannot be drawn without shape " + cstr$(iShapeIndex) + " round " + cstr$(iRound)
'DebugPrint sCompare
'DebugPrint "Attempted with:"
'DebugPrint ".IndexList = " + sItemList
'DebugPrint ".ShapeCount = " + cstr$(iShapeCount)
'DebugPrint ".PixelCount = " + cstr$(PixelCount)
'DebugPrint "*******************************************************************************"
End If
Next iLoop1
' =============================================================================
' Identify the best combination that uses the least # of shapes + pixels
' DEDUPE IF THERE ARE >1 GROUPS
If UBound(arrCompare) > LBound(arrCompare) Then
'' ****************************************************************************************************************************************************************
''DEBUG:
'DebugPrint "RESULTS BEFORE DEDUPE:"
'sLine = ","
'for iLoop2 = lbound(arrCompare) to ubound(arrCompare)
' if arrCompare(iLoop2).IsActive = TRUE then
' sLine = sLine + cstr$(iLoop2) + ","
' DebugPrint "-------------------------------------------------------------------------------"
' DebugPrint "arrCompare(" + cstr$(iLoop2) + ").IndexList = " + arrCompare(iLoop2).IndexList
' DebugPrint "arrCompare(" + cstr$(iLoop2) + ").ShapeCount = " + cstr$(arrCompare(iLoop2).ShapeCount)
' DebugPrint "arrCompare(" + cstr$(iLoop2) + ").PixelCount = " + cstr$(arrCompare(iLoop2).PixelCount)
' DebugPrint "arrCompare(" + cstr$(iLoop2) + ").IsActive = " + TrueFalse$(arrCompare(iLoop2).IsActive)
' end if
'next iLoop2
'DebugPrint ""
'' ****************************************************************************************************************************************************************
For iLoop1 = LBound(arrCompare) To UBound(arrCompare)
For iLoop2 = LBound(arrCompare) To UBound(arrCompare)
If iLoop1 <> iLoop2 Then
If arrCompare(iLoop1).IsActive = TRUE Then
If arrCompare(iLoop2).IsActive = TRUE Then
If arrCompare(iLoop2).ShapeCount < arrCompare(iLoop1).ShapeCount Then
arrCompare(iLoop1).IsActive = FALSE
ElseIf arrCompare(iLoop2).ShapeCount > arrCompare(iLoop1).ShapeCount Then
arrCompare(iLoop2).IsActive = FALSE
Else
If arrCompare(iLoop2).PixelCount < arrCompare(iLoop1).PixelCount Then
arrCompare(iLoop1).IsActive = FALSE
ElseIf arrCompare(iLoop2).PixelCount > arrCompare(iLoop1).PixelCount Then
arrCompare(iLoop2).IsActive = FALSE
Else
arrCompare(iLoop2).IsActive = FALSE
End If
End If
End If
End If
End If
Next iLoop2
Next iLoop1
'' ****************************************************************************************************************************************************************
''DEBUG:
'DebugPrint "RESULTS AFTER DEDUPE:"
'for iLoop2 = lbound(arrCompare) to ubound(arrCompare)
' if InStr(1, sLine, "," + cstr$(iLoop2) + ",") > 0 then
' DebugPrint "-------------------------------------------------------------------------------"
' DebugPrint "arrCompare(" + cstr$(iLoop2) + ").IndexList = " + arrCompare(iLoop2).IndexList
' DebugPrint "arrCompare(" + cstr$(iLoop2) + ").ShapeCount = " + cstr$(arrCompare(iLoop2).ShapeCount)
' DebugPrint "arrCompare(" + cstr$(iLoop2) + ").PixelCount = " + cstr$(arrCompare(iLoop2).PixelCount)
' DebugPrint "arrCompare(" + cstr$(iLoop2) + ").IsActive = " + TrueFalse$(arrCompare(iLoop2).IsActive)
' end if
'next iLoop2
'DebugPrint ""
'' ****************************************************************************************************************************************************************
End If
' =============================================================================
' Identify the winner!
' Look at the list of indexes that make up the winning shape combination,
' and pick the first one.
'DebugPrint "%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%"
'DebugPrint "%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%"
'DebugPrint "LOOK FOR THE WINNER, END ROUND " + cstr$(iRound)
'DebugPrint "%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%"
'DebugPrint "%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%"
iIndex = -1
'DebugPrint "arrCompare(" + cstr$(lbound(arrCompare)) + " To " + cstr$(ubound(arrCompare)) + ")"
'DebugPrint ""
'DebugPrint "Group Status"
'DebugPrint "----- ----------"
For iLoop1 = LBound(arrCompare) To UBound(arrCompare)
If arrCompare(iLoop1).IsActive = TRUE Then
If iIndex = -1 Then
iIndex = iLoop1
Exit For
' DebugPrint left$(cstr$(iLoop1) + " ", 5) + " " + "IsActive WINNER"
' else
' DebugPrint left$(cstr$(iLoop1) + " ", 5) + " " + "IsActive"
End If
' else
' DebugPrint left$(cstr$(iLoop1) + " ", 5) + " " + "(disabled)"
End If
Next iLoop1
'DebugPrint ""
' =============================================================================
' Has it changed from the last round?
'DebugPrint "////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////"
'DebugPrint "Has it changed from the last round?"
'DebugPrint "iIndex=" + cstr$(iIndex)
'DebugPrint "////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////"
'DebugPrint ""
If iIndex > -1 Then
'DebugPrint "Comparing arrCompare(" + cstr$(iIndex) + ").IndexList: " + arrCompare(iIndex).IndexList
'DebugPrint " to oShapeSet.IndexList: " + oShapeSet.IndexList
'DebugPrint ""
If DelimIntegerListsAreEqual%(arrCompare(iIndex).IndexList, oShapeSet.IndexList, ",") = TRUE Then
'DebugPrint "DelimIntegerListsAreEqual% returns TRUE"
'DebugPrint "FOUND WINNER (Group #" + cstr$(iIndex) + ") exiting..."
' no change, we have reduced as much as possible, exit
bFinished = TRUE
Else
'DebugPrint "DelimIntegerListsAreEqual% returns FALSE"
'DebugPrint "None yet, try next data"
'DebugPrint "Replacing old best set: "
'DebugPrint " IndexList=" + oShapeSet.IndexList
'DebugPrint " ShapeCount=" + cstr$(oShapeSet.ShapeCount)
'DebugPrint " PixelCount=" + cstr$(oShapeSet.PixelCount)
'DebugPrint " IsActive =" + TrueFalse$(oShapeSet.IsActive)
'DebugPrint "with arrCompare(" + cstr$(iIndex) + ")"
'DebugPrint " IndexList=" + arrCompare(iIndex).IndexList
'DebugPrint " ShapeCount=" + cstr$(arrCompare(iIndex).ShapeCount)
'DebugPrint " PixelCount=" + cstr$(arrCompare(iIndex).PixelCount)
'DebugPrint " IsActive =" + TrueFalse$(arrCompare(iIndex).IsActive)
'DebugPrint "and continuing to compare..."
' Continue reducing with the latest set
oShapeSet.IndexList = arrCompare(iIndex).IndexList
oShapeSet.ShapeCount = arrCompare(iIndex).ShapeCount
oShapeSet.PixelCount = arrCompare(iIndex).PixelCount
oShapeSet.IsActive = TRUE
End If
Else
'DebugPrint "(NONE FOUND THAT WORKED, USE THE EXISTING oShapeSet)"
'DebugPrint "Replacing old best set: "
'DebugPrint " oShapeSet.IndexList=" + oShapeSet.IndexList
'DebugPrint " oShapeSet.ShapeCount=" + cstr$(oShapeSet.ShapeCount)
'DebugPrint " oShapeSet.PixelCount=" + cstr$(oShapeSet.PixelCount)
'DebugPrint " oShapeSet.IsActive =" + TrueFalse$(oShapeSet.IsActive)
' none found that works, exit
bFinished = TRUE
End If
Loop Until bFinished = TRUE
' =============================================================================
' Build results
' Get the list of shapes (indexes pointing to each shape in arrShapes1)
GetIntegerArrayFromDelimList oShapeSet.IndexList, ",", 0, arrTestIndex()
' Initialize the final output
ReDim arrShapes1(-1) As RectangleType
' Add the shapes to the final list
For iLoop2 = LBound(arrTestIndex) To UBound(arrTestIndex)
iShapeIndex = arrTestIndex(iLoop2)
iIndex = UBound(arrShapes1) + 1
ReDim _Preserve arrShapes1(0 To iIndex) As RectangleType
'DebugPrint "Copying arrShapes2(" + cstr$(iShapeIndex) + ") to arrShapes1(" + cstr$(iIndex) + "):"
If arrShapes2(iShapeIndex).IsActive = TRUE Then
arrShapes1(iIndex).x1 = arrShapes2(iShapeIndex).x1
arrShapes1(iIndex).y1 = arrShapes2(iShapeIndex).y1
arrShapes1(iIndex).x2 = arrShapes2(iShapeIndex).x2
arrShapes1(iIndex).y2 = arrShapes2(iShapeIndex).y2
arrShapes1(iIndex).PixelCount = arrShapes2(iShapeIndex).PixelCount
arrShapes1(iIndex).IsActive = arrShapes2(iShapeIndex).IsActive
''DEBUG:
'DumpNextShape arrShapes1(iIndex), "arrShapes1(" + cstr$(iIndex) + ")"
End If
Next iLoop2
End If
' END LOOK FOR MINIMUM COMBINATION OF SHAPES TO DRAW TILE
' @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
'' ****************************************************************************************************************************************************************
'' DEBUG:
'DumpTileFromShapes arrShapes1(), FALSE, TRUE
'
'sEndTime = CurrentDateTime$
'DebugPrint RoutineName + " finished:"
'DebugPrint " started at: " + sStartTime
'DebugPrint " finished at: " + sEndTime
'' ****************************************************************************************************************************************************************
End Sub ' FindOptimizedVector
' /////////////////////////////////////////////////////////////////////////////
' Test routine for the FindOptimizedVector routine.
Sub FindOptimizedVectorTest
Dim RoutineName As String: RoutineName = "FindOptimizedVectorTest"
Dim sError As String: sError = ""
Dim in$
ReDim arrTileText(0 To 255) As String
Dim sTestList As String
ReDim arrTestIndex(-1) As Integer
Dim iLoop1 As Integer
Dim iLoop2 As Integer
Dim iIndex As Integer
ReDim arrOptimizedShapes(-1) As RectangleType
Dim sLine As String
' Start output
DebugPrint "++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++"
DebugPrint "Testing tiles: " + sTestList
DebugPrint ""
' Get raster tiles as a string array
GetTileText arrTileText()
' List of tiles to test
'sTestList = "254,253,247,32,238,241,225,233,213,214,212,203,194,193,192,169,154,151,145,147,129,115,114,84,65,46,44,35,252"
'sTestList = "46,35"
'sTestList = "84,253,192,151,147,114,65"
'sTestList = "43,44,45,46"
'sTestList = "60,62" ' 84 + 192 work, the rest don't
'sTestList = "254,252"
sTestList = "84,60,62,75,141,142,150,207,217,252,192" ' 84 + 192 work, the rest don't
'sTestList = "60,62,75,141,142,150,207,217,252" ' 84 + 192 work, the rest don't
'sTestList="75"
'DebugPrint "GETTING LIST OF TILES..."
GetIntegerArrayFromDelimList sTestList, ",", 0, arrTestIndex()
' Test tiles
For iIndex = 0 To 255
'for iLoop1 = lbound(arrTestIndex) to ubound(arrTestIndex)
' iIndex = arrTestIndex(iLoop1)
DebugPrint "----------------------------------------------------------------------------------------------------------------------------------------------------------------"
DebugPrint "Tile #" + cstr$(iIndex) + ":"
DebugPrint arrTileText(iIndex)
DebugPrint ""
' Process next tile and generate line drawing routines
FindOptimizedVector arrTileText(iIndex), arrOptimizedShapes()
If Len(sError) = 0 Then
If UBound(arrOptimizedShapes) > -1 Then
DebugPrint "# x1 y1 x2 y2 Pixels IsActive"
For iLoop2 = LBound(arrOptimizedShapes) To UBound(arrOptimizedShapes)
sLine = ""
sLine = sLine + Left$(cstr$(iLoop2) + String$(4, " "), 4)
sLine = sLine + Left$(cstr$(arrOptimizedShapes(iLoop2).x1) + String$(2, " "), 2) + " "
sLine = sLine + Left$(cstr$(arrOptimizedShapes(iLoop2).y1) + String$(2, " "), 2) + " "
sLine = sLine + Left$(cstr$(arrOptimizedShapes(iLoop2).x2) + String$(2, " "), 2) + " "
sLine = sLine + Left$(cstr$(arrOptimizedShapes(iLoop2).y2) + String$(2, " "), 2) + " "
sLine = sLine + Left$(cstr$(arrOptimizedShapes(iLoop2).PixelCount) + String$(7, " "), 7) + " "
sLine = sLine + TrueFalse$(arrOptimizedShapes(iLoop2).IsActive)
DebugPrint sLine
Next iLoop2
Else
DebugPrint "*** NO SHAPES TO DRAW THIS TILE ***"
End If
Else
DebugPrint "ERROR FOR TILE #" + cstr$(iIndex) + ": " + sError
End If
DebugPrint ""
'next iLoop1
Next iIndex
' DONE
DebugPrint RoutineName + " finished."
'Input "PRESS <ENTER> TO CONTINUE";in$
End Sub ' FindOptimizedVectorTest
' /////////////////////////////////////////////////////////////////////////////
' Receives two 2D string arrays and compares the dimensions
' and makes sure that the any blank pixel value "." matches
' (any other non-whitespace characters are considered a pixel
' as long as they are not "." they are considered a match).
' Returns empty string if they match, else returns a difference report.
Function TilesAreEqual$ (arrTile1() As String, arrTile2() As String)
Dim sResult As String: sResult = ""
Dim iLoopY As Integer
Dim iLoopX As Integer
Dim sTemp As String
Dim bMatch As Integer
Dim iY As Integer
If LBound(arrTile1, 1) = LBound(arrTile2, 1) Then
If UBound(arrTile1, 1) = UBound(arrTile2, 1) Then
If LBound(arrTile1, 2) = LBound(arrTile2, 2) Then
If UBound(arrTile1, 2) = UBound(arrTile2, 2) Then
bMatch = TRUE
sTemp = " 12345678 " + Chr$(13)
iY = 0
For iLoopY = LBound(arrTile1, 1) To UBound(arrTile1, 1)
iY = iY + 1
sTemp = sTemp + cstr$(iY)
For iLoopX = LBound(arrTile1, 2) To UBound(arrTile1, 2)
If arrTile1(iLoopY, iLoopX) = "." And arrTile2(iLoopY, iLoopX) <> "." Then
bMatch = FALSE
sTemp = sTemp + "?"
ElseIf arrTile1(iLoopY, iLoopX) <> "." And arrTile2(iLoopY, iLoopX) = "." Then
bMatch = FALSE
sTemp = sTemp + "?"
Else
sTemp = sTemp + arrTile1(iLoopY, iLoopX)
End If
Next iLoopX
sTemp = sTemp + cstr$(iY) + Chr$(13)
Next iLoopY
sTemp = sTemp + " 12345678 " + Chr$(13)
If bMatch = FALSE Then
sResult = sTemp
End If
Else
sResult = "ubound(arrTile1, 2)=" + cstr$(ubound(arrTile1, 2)) + _
" <> " + _
"ubound(arrTile2, 2)=" + cstr$(ubound(arrTile2, 2))
End If
Else
sResult = "lbound(arrTile1, 2)=" + cstr$(lbound(arrTile1, 2)) + _
" <> " + _
"lbound(arrTile2, 2)=" + cstr$(lbound(arrTile2, 2))
End If
Else
sResult = "ubound(arrTile1, 1)=" + cstr$(ubound(arrTile1, 1)) + _
" <> " + _
"ubound(arrTile2, 1)=" + cstr$(ubound(arrTile2, 1))
End If
Else
sResult = "lbound(arrTile1, 1)=" + cstr$(lbound(arrTile1, 1)) + _
" <> " + _
"lbound(arrTile2, 1)=" + cstr$(lbound(arrTile2, 1))
End If
TilesAreEqual$ = sResult
End Function ' TilesAreEqual$
' ################################################################################################################################################################
' END VECTOR-BASED TILE ROUTINES
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN BOX DRAWING ROUTINES
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
' DRAW A 2-D BOX (OUTLINE)
' https://www.qb64.org/wiki/LINE
Sub DrawBoxOutline (iX As Integer, iY As Integer, iSize As Integer, fgColor As _Unsigned Long)
Line (iX, iY)-(iX + (iSize - 1), iY + (iSize - 1)), fgColor, B ' Draw box outline
End Sub ' DrawBoxOutline
' /////////////////////////////////////////////////////////////////////////////
' DRAW A 2-D BOX (SOLID)
' https://www.qb64.org/wiki/LINE
' Renamed DrawBox/DrawBoxLine to DrawSolidBox
Sub DrawBoxSolid (iX As Integer, iY As Integer, iSize As Integer, fgColor As _Unsigned Long)
Line (iX, iY)-(iX + (iSize - 1), iY + (iSize - 1)), fgColor, BF ' Draw a solid box
End Sub ' DrawBoxSolid
' /////////////////////////////////////////////////////////////////////////////
' DRAW A 2-D RECTANGLE (OUTLINE)
Sub DrawRectOutline (iX As Integer, iY As Integer, iSizeW As Integer, iSizeH As Integer, fgColor As _Unsigned Long)
Line (iX, iY)-(iX + (iSizeW - 1), iY + (iSizeH - 1)), fgColor, B ' Draw rectangle outline
End Sub ' DrawRectOutline
' /////////////////////////////////////////////////////////////////////////////
' DRAW A 2-D RECTANGLE (SOLID)
Sub DrawRectSolid (iX As Integer, iY As Integer, iSizeW As Integer, iSizeH As Integer, fgColor As _Unsigned Long)
Line (iX, iY)-(iX + (iSizeW - 1), iY + (iSizeH - 1)), fgColor, BF ' Draw a solid rectangle
End Sub ' DrawRectSolid
' /////////////////////////////////////////////////////////////////////////////
' DRAW A 2-D BOX (OUTLINE)
' https://www.qb64.org/wiki/LINE
' The style parameter 0-255 doesn't seem to have a solid line?
' For that, use DrawOutlineBox.
' LINE [STEP] [(column1, row1)]-[STEP] (column2, row2), color[, [{B|BF}], style%]
' B creates a box outline with each side parallel to the program screen sides. BF creates a filled box.
' The style% signed INTEGER value sets a dotted pattern to draw the line or rectangle outline.
Sub DrawStyledOutlineBox (iX%, iY%, iSize%, iColor~&, iStyle%)
Line (iX%, iY%)-(iX% + (iSize% - 1), iY% + (iSize% - 1)), iColor~&, B , iStyle%
End Sub ' DrawStyledOutlineBox
' /////////////////////////////////////////////////////////////////////////////
' DRAW A 2-D BOX (OUTLINE) WITH A SOLID LINE
Sub DrawOutlineBox (iX%, iY%, iSize2%, iColor~&, iWeight2%)
Dim iFromX%
Dim iFromY%
Dim iToX%
Dim iToY%
iSize% = iSize2% - 1
iWeight% = iWeight2% - 1
If iWeight% = 0 Then
' TOP LINE
iFromX% = iX%
iFromY% = iY%
iToX% = iX% + iSize%
iToY% = iY%
Line (iFromX%, iFromY%)-(iToX%, iToY%), iColor~&, BF
' BOTTOM LINE
iFromX% = iX%
iFromY% = iY% + iSize%
iToX% = iX% + iSize%
iToY% = iY% + iSize%
Line (iFromX%, iFromY%)-(iToX%, iToY%), iColor~&, BF
' LEFT LINE
iFromX% = iX%
iFromY% = iY%
iToX% = iX%
iToY% = iY% + iSize%
Line (iFromX%, iFromY%)-(iToX%, iToY%), iColor~&, BF
' RIGHT LINE
iFromX% = iX% + iSize%
iFromY% = iY%
iToX% = iX% + iSize%
iToY% = iY% + iSize%
Line (iFromX%, iFromY%)-(iToX%, iToY%), iColor~&, BF
ElseIf iWeight% > 0 Then
' TOP LINE
For iFromY% = iY% To (iY% + iWeight%)
iFromX% = iX%
'iFromY% = iY%
iToX% = iX% + iSize%
iToY% = iFromY%
Line (iFromX%, iFromY%)-(iToX%, iToY%), iColor~&, BF
Next iFromY%
' BOTTOM LINE
For iFromY% = ((iY% + iSize%) - iWeight%) To (iY% + iSize%)
iFromX% = iX%
'iFromY% = iY% + iSize%
iToX% = iX% + iSize%
iToY% = iFromY%
Line (iFromX%, iFromY%)-(iToX%, iToY%), iColor~&, BF
Next iFromY%
' LEFT LINE
For iFromX% = iX% To (iX% + iWeight%)
'iFromX% = iX%
iFromY% = iY%
iToX% = iFromX%
iToY% = iY% + iSize%
Line (iFromX%, iFromY%)-(iToX%, iToY%), iColor~&, BF
Next iFromX%
' RIGHT LINE
For iFromX% = ((iX% + iSize%) - iWeight%) To (iX% + iSize%)
'iFromX% = iX% + iSize%
iFromY% = iY%
iToX% = iFromX%
iToY% = iY% + iSize%
Line (iFromX%, iFromY%)-(iToX%, iToY%), iColor~&, BF
Next iFromX%
End If
End Sub ' DrawOutlineBox
' ################################################################################################################################################################
' END BOX DRAWING ROUTINES
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN DRAW TILES, COLOR SWAP with HARDWARE IMAGES
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
' Same as DrawColorTile but using hardware images.
' Receives:
' imgTiles& = handle to 16x16 tile sheet of 16x16 pixel tiles colored black (256 tiles)
' TileNum% = ordinal number of tile on tile sheet to draw (0-255)
' TileColor~& = color to use for tile
' imgScreen& = handle to screen to draw tile on
' dx% = column # to draw tile at (where each column is 16 pixels wide)
' dy% = row # to draw tile at (where each row is 16 pixels high)
' xOffset% = offset tile this many columns over
' yOffset% = offset tile this many rows down
Sub DrawColorTileHW ( _
imgHardwareScreen As Long, _
imgTiles As Long, _
iTileNum As Integer, _
fgColor As _UNSIGNED Long, _
bgColor As _UNSIGNED Long, _
dx As Integer, _
dy As Integer)
Dim cols%
Dim rows%
Dim sc%
Dim sr%
Dim sx1%
Dim sy1%
Dim sx2%
Dim sy2%
Dim xDest%
Dim yDest%
Dim imgColorSprite As Long
Dim imgUniversalSprite As Long
Dim imgColorSpriteHW As Long
Dim imgUniversalSpriteHW As Long
' # OF COLUMNS / ROWS ON SOURCE TILE SHEET
cols% = 16
rows% = 16
' GET THE COLUMN/ROW OF TILE # iTileNum ON THE SOURCE TILE SHEET
sc% = iTileNum Mod rows%
sr% = iTileNum \ rows%
' GET THE START X COORDINATE ON THE SOURCE TILE SHEET
sx1% = sc% * 8
' GET THE START Y COORDINATE ON THE SOURCE TILE SHEET
sy1% = sr% * 8
' GET THE END X COORDINATE ON THE SOURCE TILE SHEET
sx2% = sx1% + 7
' GET THE END y COORDINATE ON THE SOURCE TILE SHEET
sy2% = sy1% + 7
' GET THE DESTINATION X COORDINATE ON THE SCREEN
xDest% = dx * 8
' GET THE DESTINATION Y COORDINATE ON THE SCREEN
yDest% = dy * 8
' IS THERE A BACKGROUND COLOR?
If bgColor <> cEmpty Then
imgColorSprite = _NewImage(8, 8, 32)
imgColorSpriteHW = _CopyImage(imgColorSprite, 33) ' Copy for hardware image
'_Dest imgColorSprite
_Dest imgColorSpriteHW
Cls , bgColor
' COPY THE TEMPORARY TILE TO THE SCREEN imgHardwareScreen
'_Source imgColorSprite
_Source imgColorSpriteHW
_Dest imgHardwareScreen
'SOFTWARE IMAGE:
'_PutImage (xDest%, yDest%), imgColorSprite, imgHardwareScreen, (0, 0)-(7, 7) ' portion of source to the top-left corner of the destination page
'HARDWARE IMAGE:
_PutImage (xDest%, yDest%), imgColorSpriteHW, , (0, 0)-(7, 7) ' portion of source to the top-left corner of the destination page
End If
' CREATE A TEMPORARY TILE TO COLOR
imgUniversalSprite = _NewImage(8, 8, 32)
' COPY THE TILE TO THE TEMPORARY ONE
_Source imgHardwareTiles
_Dest imgUniversalSprite
'SOFTWARE IMAGE:
'_PutImage (0, 0), imgTiles, imgUniversalSprite, (sx1%, sy1%)-(sx2%, sy2%)
'HARDWARE IMAGE:
_PutImage (0, 0), imgHardwareTiles, , (sx1%, sy1%)-(sx2%, sy2%)
' COLOR IN THE TEMPORARY TILE
' REPLACING BLACK (THE SOURCE COLOR) WITH THE TILE COLOR
'SOFTWARE IMAGE:
'IF imgColorSprite < -1 OR imgColorSprite > 0 THEN _FreeImage imgColorSprite
'DoColorSwap imgUniversalSprite, cBlack, fgColor, imgColorSprite
'HARDWARE IMAGE:
DoColorSwapHW imgUniversalSpriteHW, cBlack, fgColor, imgColorSpriteHW
' COPY THE TEMPORARY TILE TO THE SCREEN imgHardwareScreen
_Source imgColorSpriteHW
_Dest imgHardwareScreen
'SOFTWARE IMAGE:
'_PutImage (xDest%, yDest%), imgColorSprite, , (0, 0)-(7, 7)
'HARDWARE IMAGE:
_PutImage (xDest%, yDest%), imgColorSprite, , (0, 0)-(7, 7)
' ADDED PER FellipeHeitor
If imgHardwareTiles < -1 Or imgHardwareTiles > 0 Then _FreeImage imgHardwareTiles
If imgColorSprite < -1 Or imgColorSprite > 0 Then _FreeImage imgColorSprite
If imgColorSpriteHW < -1 Or imgColorSpriteHW > 0 Then _FreeImage imgColorSpriteHW
If imgUniversalSprite < -1 Or imgUniversalSprite > 0 Then _FreeImage imgUniversalSprite
If imgUniversalSpriteHW < -1 Or imgUniversalSpriteHW > 0 Then _FreeImage imgUniversalSpriteHW
End Sub ' DrawColorTileHW
' /////////////////////////////////////////////////////////////////////////////
' Same as DoColorSwap but using hardware images.
' Latest version with NOVARSEG's changes.
' Based on code from:
' Image color swap?
' https://www.qb64.org/forum/index.php?topic=2312.0
' Like Function swapcolor& except returns new image in a parameter
' in case being a function causes a memory leak?
Sub DoColorSwapHW ( _
imgOriginalHW As Long, _
oldColor As _UNSIGNED Long, _
newColor As _UNSIGNED Long, _
imgNewHW As Long)
Dim m As _MEM
Dim a As _Offset
Dim c As _Unsigned Long
Dim imgNew As Long
a = 0
imgNew = _CopyImage(imgOriginalHW, 32)
m = _MemImage(imgNewHW)
Do Until a = m.SIZE - 4
a = a + 4
c = _MemGet(m, m.OFFSET + a, _Unsigned Long)
If c = oldColor Then
_MemPut m, m.OFFSET + a, newColor
End If
Loop
_MemFree m
End Sub ' DoColorSwapHW
' ################################################################################################################################################################
' END DRAW TILES, COLOR SWAP with HARDWARE IMAGES
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN DRAW TILES, COLOR SWAP with SOFTWARE IMAGES
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
' Simple version which calculates coordinates on tile sheet and destination
' screen every time. For a faster version uses precalculated coordinates,
' see DrawColorTileFast. This version does not support offsetX, offsetY.
' Receives:
' imgScreen& = handle to screen to draw tile on
' imgTiles& = handle to 16x16 tile sheet of 8x8 pixel tiles colored black (256 tiles)
' TileNum% = ordinal number of tile on tile sheet to draw (0-255)
' TileColor~& = foreground color to use for tile
' BackColor~& = background color to use for tile
' dx% = column # to draw tile at (where each column is 8 pixels wide)
' dy% = row # to draw tile at (where each row is 8 pixels high)
' Usage:
' DrawColorTile imgScreen&, imgTiles&, TileNum%, TileColor~&, BackColor~&, dx%, dy%
Sub DrawColorTile (imgScreen&, imgTiles&, TileNum%, TileColor~&, BackColor~&, dx%, dy%)
Dim cols%
Dim rows%
Dim sc%
Dim sr%
Dim sx1%
Dim sy1%
Dim sx2%
Dim sy2%
Dim xDest%
Dim yDest%
Dim ColorSprite&
Dim UniversalSprite&
' # OF COLUMNS / ROWS ON SOURCE TILE SHEET
cols% = 16
rows% = 16
' GET THE COLUMN/ROW OF TILE # TileNum% ON THE SOURCE TILE SHEET
sc% = TileNum% Mod rows%
sr% = TileNum% \ rows%
' GET THE START X COORDINATE ON THE SOURCE TILE SHEET
sx1% = sc% * 8
' GET THE START Y COORDINATE ON THE SOURCE TILE SHEET
sy1% = sr% * 8
' GET THE END X COORDINATE ON THE SOURCE TILE SHEET
sx2% = sx1% + 7
' GET THE END y COORDINATE ON THE SOURCE TILE SHEET
sy2% = sy1% + 7
' GET THE DESTINATION X COORDINATE ON THE SCREEN
xDest% = dx% * 8
' GET THE DESTINATION Y COORDINATE ON THE SCREEN
yDest% = dy% * 8
' IS THERE A BACKGROUND COLOR?
If BackColor~& <> cEmpty Then
ColorSprite& = _NewImage(8, 8, 32)
_Dest ColorSprite&
Cls , BackColor~&
' COPY THE TEMPORARY TILE TO THE SCREEN imgScreen&
_Source ColorSprite&
_Dest imgScreen&
_PutImage (xDest%, yDest%), ColorSprite&, imgScreen&, (0, 0)-(7, 7) ' portion of source to the top-left corner of the destination page
End If
' CREATE A TEMPORARY TILE TO COLOR
UniversalSprite& = _NewImage(8, 8, 32)
' COPY THE TILE TO THE TEMPORARY ONE
_Source imgTiles&
_Dest UniversalSprite&
_PutImage (0, 0), imgTiles&, UniversalSprite&, (sx1%, sy1%)-(sx2%, sy2%)
' COLOR IN THE TEMPORARY TILE
' REPLACING BLACK (THE SOURCE COLOR) WITH THE TILE COLOR
If ColorSprite& < -1 Or ColorSprite& > 0 Then _FreeImage ColorSprite&
DoColorSwap UniversalSprite&, cBlack, TileColor~&, ColorSprite&
' COPY THE TEMPORARY TILE TO THE SCREEN imgScreen&
_Source ColorSprite&
_Dest imgScreen&
_PutImage (xDest%, yDest%), ColorSprite&, imgScreen&, (0, 0)-(7, 7) ' portion of source to the top-left corner of the destination page
' ADDED PER FellipeHeitor
If ColorSprite& < -1 Or ColorSprite& > 0 Then _FreeImage ColorSprite&
If UniversalSprite& < -1 Or UniversalSprite& > 0 Then _FreeImage UniversalSprite&
End Sub ' DrawColorTile
' /////////////////////////////////////////////////////////////////////////////
' Latest version with NOVARSEG's changes.
' Based on code from:
' Image color swap?
' https://www.qb64.org/forum/index.php?topic=2312.0
' Like Function swapcolor& except returns new image in a parameter
' in case being a function causes a memory leak?
Sub DoColorSwap (imgOriginal&, oldcolor~&, newcolor~&, imgNew&)
Dim m As _MEM
Dim a As _Offset
Dim c As _Unsigned Long
a = 0
imgNew& = _CopyImage(imgOriginal&, 32)
m = _MemImage(imgNew&)
Do Until a = m.SIZE - 4
a = a + 4
c = _MemGet(m, m.OFFSET + a, _Unsigned Long)
If c = oldcolor~& Then
_MemPut m, m.OFFSET + a, newcolor~&
End If
Loop
_MemFree m
End Sub ' DoColorSwap&
' ################################################################################################################################################################
' END DRAW TILES, COLOR SWAP with SOFTWARE IMAGES
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN DRAW TILES, _PUTIMAGE with SOFTWARE IMAGES
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
' Draws an 8x8 tile at the specified column/row dx%, dy%
' Original version which calculates coordinates on tile sheet and destination
' screen every time. For a faster version uses precalculated coordinates,
' see DrawTileFast.
' tw% = tile width/height (in pixels)
' DIV and MOD:
' c% = a% \ b% ' DIV (INTEGER DIVISION)
' d% = a% MOD b% ' MODULO (DIVISION REMAINDER)
'_PUTIMAGE (0, 0), i ' places image at upper left corner of window w/o stretching it
'_PUTIMAGE (dx1, dy1), sourceHandle&, destHandle&, (sx1, sy1)-(sx2, sy2) ' portion of source to the top-left corner of the destination page
'_PUTIMAGE (64, 128), imgTiles&, imgScreen&, (128, 128)-(164, 164) ' portion of source to the top-left corner of the destination page
'_PutImage (64, 128), imgTiles&, imgScreen&, (128, 128)-(164, 164) ' portion of source to the top-left corner of the destination page
Sub DrawTile8 (imgTiles&, TileNum%, imgScreen&, dx%, dy%)
Dim tw% ' width/height of tile
Dim tw_minus1% ' width/height of tile -1
Dim cols% ' # tiles across on tile sheet
Dim rows% ' # tile rows on tile sheet
Dim sc% ' source column on tile sheet
Dim sr% ' source row on tile sheet
Dim sx1% ' source start x
Dim sx2% ' source end x
Dim sy1% ' source start y
Dim sy2% ' source end y
Dim xDest% ' destination x
Dim yDest% ' destination y
' SIZE OF TILE
tw% = 8
tw_minus1% = 7
' # OF COLUMNS / ROWS ON SOURCE TILE SHEET
cols% = 16
rows% = 16
' GET THE COLUMN/ROW OF TILE # TileNum% ON THE SOURCE TILE SHEET
sc% = TileNum% Mod rows%
sr% = TileNum% \ rows%
'Print "Tile#" + cstr$(TileNum%) + " at sc%=" + cstr$(sc%) + ",sr%=" + cstr$(sr%)
' GET THE START X COORDINATE ON THE SOURCE TILE SHEET
sx1% = sc% * tw%
' GET THE START Y COORDINATE ON THE SOURCE TILE SHEET
sy1% = sr% * tw%
' GET THE END X COORDINATE ON THE SOURCE TILE SHEET
sx2% = sx1% + tw_minus1%
' GET THE END y COORDINATE ON THE SOURCE TILE SHEET
sy2% = sy1% + tw_minus1%
' GET THE DESTINATION X COORDINATE ON THE SCREEN
xDest% = dx% * tw%
' GET THE DESTINATION Y COORDINATE ON THE SCREEN
yDest% = (dy% * tw%) '+ yOffset%
'Print "Tile#" + cstr$(TileNum%) + _
' " at r" + cstr$(sr%) + "c" + cstr$(sc%) + _
' " pixel location r" + cstr$(sy1%) + "c" + cstr$(sx1%) + _
' " through r" + cstr$(sy2%) + "c" + cstr$(sx2%)
_Dest imgScreen&
' portion of source to the top-left corner of the destination page
_PutImage (xDest%, yDest%), imgTiles&, imgScreen&, (sx1%, sy1%)-(sx2%, sy2%)
End Sub ' DrawTile8
' ################################################################################################################################################################
' END DRAW TILES, _PUTIMAGE with SOFTWARE IMAGES
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN DRAW TILES, _PUTIMAGE with HARDWARE IMAGES
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
' Draws an 8x8 tile at the specified column/row dx%, dy%
' using hardware images
' Usage:
' Dim imgHardwareTiles As Long ' the hardware image copy of the tileset
' imgHardwareTiles = _CopyImage(imgTiles, 33) ' Copy tilesheet for hardware image
' DrawTileHw8 imgHardwareTiles, iTileNum, imgScreen, iColumn, iRow, iSubTileset
' where iSubTileset% = iFgColorIndex
Sub DrawTileHw8 (imgHardwareTiles&, TileNum%, imgScreen&, dx%, dy%, iSubTileset%)
Dim tw% ' width/height of tile
Dim tw_minus1% ' width/height of tile -1
Dim cols% ' # tiles across on tile sheet
Dim rows% ' # tile rows on tile sheet
Dim sc% ' source column on tile sheet
Dim sr% ' source row on tile sheet
Dim sx1% ' source start x
Dim sx2% ' source end x
Dim sy1% ' source start y
Dim sy2% ' source end y
Dim xDest% ' destination x
Dim yDest% ' destination y
Dim xOffset%
' CALCULATE OFFSET
xOffset% = 128 * iSubTileset%
' SIZE OF TILE
tw% = 8
tw_minus1% = 7
' # OF COLUMNS / ROWS ON SOURCE TILE SHEET
cols% = 16
rows% = 16
' GET THE COLUMN/ROW OF TILE # TileNum% ON THE SOURCE TILE SHEET
sc% = TileNum% Mod rows%
sr% = TileNum% \ rows%
'Print "Tile#" + cstr$(TileNum%) + " at sc%=" + cstr$(sc%) + ",sr%=" + cstr$(sr%)
' GET THE START X COORDINATE ON THE SOURCE TILE SHEET
sx1% = (sc% * tw%) + xOffset%
' GET THE START Y COORDINATE ON THE SOURCE TILE SHEET
sy1% = sr% * tw%
' GET THE END X COORDINATE ON THE SOURCE TILE SHEET
sx2% = sx1% + tw_minus1%
' GET THE END y COORDINATE ON THE SOURCE TILE SHEET
sy2% = sy1% + tw_minus1%
' GET THE DESTINATION X COORDINATE ON THE SCREEN
xDest% = dx% * tw%
' GET THE DESTINATION Y COORDINATE ON THE SCREEN
yDest% = (dy% * tw%) '+ yOffset%
'Print "Tile#" + cstr$(TileNum%) + _
' " at r" + cstr$(sr%) + "c" + cstr$(sc%) + _
' " pixel location r" + cstr$(sy1%) + "c" + cstr$(sx1%) + _
' " through r" + cstr$(sy2%) + "c" + cstr$(sx2%)
_Dest imgScreen&
' portion of source to the top-left corner of the destination page
'_PutImage (xDest%, yDest%), imgHardwareTiles&, imgScreen&, (sx1%, sy1%)-(sx2%, sy2%)
'_PutImage (200, 100)-Step(100, 100), imgHardwareTiles&, , (0, 0)-(40, 40)
_PutImage (xDest%, yDest%), imgHardwareTiles&, , (sx1%, sy1%)-(sx2%, sy2%)
End Sub ' DrawTileHw8
' /////////////////////////////////////////////////////////////////////////////
' Receives an image imgTiles of 8x8 tiles
' colored black on transparent background
' and returns a new image imgNew
' copied from the tiles in imgTiles,
' except colored to foreground color fgColor,
' and background color bgColor
' Usage:
' MakeColoredTileset imgTiles, imgNew, fgColor, bgColor
Sub MakeColoredTileset (imgTiles As Long, imgNew As Long, fgColor As _Unsigned Long, bgColor As _Unsigned Long)
Dim iTileNum As Integer
Dim iY As Integer
Dim iX As Integer
If imgNew < -1 Or imgNew > 0 Then _FreeImage imgNew ' FREE MEMORY
imgNew = _NewImage(_Width(imgTiles), _Height(imgTiles), 32)
iTileNum = 0
For iY = 0 To (_Height(imgTiles) \ 8) - 1
For iX = 0 To (_Width(imgTiles) \ 8) - 1
DrawColorTile imgNew, imgTiles, iTileNum, fgColor, bgColor, iX, iY
iTileNum = iTileNum + 1
If iTileNum > 255 Then Exit For
Next iX
If iTileNum > 255 Then Exit For
Next iY
End Sub ' MakeColoredTileset
' /////////////////////////////////////////////////////////////////////////////
' Receives an image imgTiles of 8x8 tiles
' colored black on transparent background
' and an array of colors,
' and returns a new image imgNew
' copied from the tiles in imgTiles,
' with every combination of the colors in the array
' as the foreground/background color.
' Usage:
' MakeColoredTileset2 imgTiles, imgNew, arrColor(), arrTileIndex(), arrColorIndex()
' Input: iTileNum, bgColor, fgColor
' X Index: arrTileIndex(iTileNum) = returns x position for iTileNum
' Y Index: arrColorIndex(fgColor, bgColor) = returns y position for fgColor, bgColor
Sub MakeColoredTileset2 ( _
imgTiles As Long, _
imgNew As Long, _
arrColor() As _Unsigned Long, _
arrTileIndex() As Long, _
arrColorIndex() As Long)
Dim iTileNum As Integer
Dim iY As Integer
Dim iX As Integer
Dim iFG As Integer
Dim iBG As Integer
Dim iWidth As Long
Dim iHeight As Long
Dim iColorCount As Long
Dim iDestX As Long
Dim iDestY As Long
Dim fgColor As _Unsigned Long
Dim bgColor As _Unsigned Long
If imgNew < -1 Or imgNew > 0 Then _FreeImage imgNew ' FREE MEMORY
' FIGURE OUT SIZE OF TARGET IMAGE
iColorCount = (UBound(arrColor) - LBound(arrColor)) + 1
iHeight = (iColorCount * iColorCount) * 8
iWidth = 256 * 8
' CREATE TARGET IMAGE
'imgNew = _NewImage(_Width(imgTiles), _Height(imgTiles), 32)
imgNew = _NewImage(iWidth, iHeight, 32)
' INITIALIZE X POSITION INDEX
ReDim arrTileIndex(0 To 255) As Long
' INITIALIZE Y POSITION INDEX
ReDim arrColorIndex(LBound(arrColor) To UBound(arrColor), LBound(arrColor) To UBound(arrColor)) As Long
' POPULATE X POSITION INDEX
iX = 0
For iTileNum = 0 To 255
arrTileIndex(iTileNum) = iX
iX = iX + 8
Next iTileNum
' CREATE TILE MAP FOR ALL COMBINATIONS OF FOREGROUND + BACKGROUND COLORS
' AND POPULATE Y POSITION INDEX
iY = 0
For iFG = LBound(arrColor) To UBound(arrColor)
For iBG = LBound(arrColor) To UBound(arrColor)
For iTileNum = 0 To 255
iX = arrTileIndex(iTileNum)
fgColor = arrColor(iFG)
bgColor = arrColor(iBG)
DrawColorTile imgNew, imgTiles, iTileNum, fgColor, bgColor, iX \ 8, iY \ 8
arrColorIndex(iFG, iBG) = iY
Next iTileNum
iY = iY + 8
Next iBG
Next iFG
End Sub ' MakeColoredTileset2
' /////////////////////////////////////////////////////////////////////////////
' Draws an 8x8 tile at the specified column/row dx%, dy%
' in the specified foreground/background color
' using hardware images.
' Usage:
' Dim imgHardwareTiles As Long ' the hardware image copy of the tileset
' imgHardwareTiles = _CopyImage(imgTiles, 33) ' Copy tilesheet for hardware image
' DrawTileHw8 imgHardwareTiles, iTileNum, imgScreen, iColumn, iRow, iSubTileset
' THIS:
' DrawColorTileHw8 imgTilesAllColorsHW, iTileNum, imgScreen, iX, iY, iFgColorIndex, iBgColorIndex, arrTileIndex(), arrColorIndex()
Sub DrawColorTileHw8 (imgHardwareTiles&, TileNum%, imgScreen&, dx%, dy%, _
iFgColorIndex As Integer, _
iBgColorIndex As Integer, _
arrTileIndex() As Long, _
arrColorIndex() As Long)
Dim tw% ' width/height of tile
Dim tw_minus1% ' width/height of tile -1
Dim cols% ' # tiles across on tile sheet
Dim rows% ' # tile rows on tile sheet
Dim sc% ' source column on tile sheet
Dim sr% ' source row on tile sheet
Dim sx1% ' source start x
Dim sx2% ' source end x
Dim sy1% ' source start y
Dim sy2% ' source end y
Dim xDest% ' destination x
Dim yDest% ' destination y
Dim xOffset%
'' CALCULATE OFFSET
'xOffset% = 128 * iSubTileset%
' SIZE OF TILE
tw% = 8
tw_minus1% = 7
'' # OF COLUMNS / ROWS ON SOURCE TILE SHEET
'cols% = 16
'rows% = 16
'' GET THE COLUMN/ROW OF TILE # TileNum% ON THE SOURCE TILE SHEET
'sc% = TileNum% Mod rows%
'sr% = TileNum% \ rows%
'Print "Tile#" + cstr$(TileNum%) + " at sc%=" + cstr$(sc%) + ",sr%=" + cstr$(sr%)
' GET THE START X COORDINATE ON THE SOURCE TILE SHEET
'sx1% = (sc% * tw%) + xOffset%
sx1% = arrTileIndex(TileNum%)
' GET THE START Y COORDINATE ON THE SOURCE TILE SHEET
'sy1% = sr% * tw%
sy1% = arrColorIndex(iFgColorIndex, iBgColorIndex)
' GET THE END X COORDINATE ON THE SOURCE TILE SHEET
sx2% = sx1% + tw_minus1%
' GET THE END y COORDINATE ON THE SOURCE TILE SHEET
sy2% = sy1% + tw_minus1%
' GET THE DESTINATION X COORDINATE ON THE SCREEN
xDest% = dx% * tw%
' GET THE DESTINATION Y COORDINATE ON THE SCREEN
yDest% = (dy% * tw%) '+ yOffset%
'Print "Tile#" + cstr$(TileNum%) + _
' " at r" + cstr$(sr%) + "c" + cstr$(sc%) + _
' " pixel location r" + cstr$(sy1%) + "c" + cstr$(sx1%) + _
' " through r" + cstr$(sy2%) + "c" + cstr$(sx2%)
_Dest imgScreen&
' portion of source to the top-left corner of the destination page
'_PutImage (xDest%, yDest%), imgHardwareTiles&, imgScreen&, (sx1%, sy1%)-(sx2%, sy2%)
'_PutImage (200, 100)-Step(100, 100), imgHardwareTiles&, , (0, 0)-(40, 40)
_PutImage (xDest%, yDest%), imgHardwareTiles&, , (sx1%, sy1%)-(sx2%, sy2%)
End Sub ' DrawColorTileHw8
' ################################################################################################################################################################
' END DRAW TILES, _PUTIMAGE with HARDWARE IMAGES
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN TILE PRECALCULATION UTILITIES
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
' Precalculates the tile locations ahead of time to save time copying them
' to the screen.
' Requires the following types be declared:
'
' Type TileSheetMapType ' UDT FOR PRECALCULATED TILESHEET
' xStart As Integer
' xEnd As Integer
' yStart As Integer
' yEnd As Integer
' End Type
' Type TileMapType ' UDT FOR PRECALCULATED TILE MAP
' xPos As Integer
' yPos As Integer
' End Type
'
' EXAMPLE USAGE:
'
' Dim TileCount%
' Dim TilesheetCols%
' Dim TilesheetRows%
' Dim tileHeightPx%
' Dim tileWidthPx%
' Dim xOffset%
' Dim yOffset%
' Dim numTilesX%
' Dim numTilesY%
' REDIM arrTileSheetMap(255) AS TileSheetMapType
' REDIM arrTileMap(20, 20) AS TileMapType
' TileCount% = 256 ' TOTAL # OF TILES
' TilesheetCols% = 16 ' # OF COLUMNS ON SOURCE TILE SHEET
' TilesheetRows% = 16 ' # OF ROWS ON SOURCE TILE SHEET
' tileHeightPx% = 32 ' TILE HEIGHT
' tileWidthPx% = 32 ' TILE WIDTH
' xOffset% = 0 ' SCREEN OFFSET X
' yOffset% = 64 ' SCREEN OFFSET Y
' numTilesX% = 20 ' HOW MANY TILES ACROSS (ON DESTINATION)
' numTilesY% = 20 ' HOW MANY TILES UP/DOWN (ON DESTINATION)
' ComputeTileLocations arrTileSheetMap(), arrTileMap(), TileCount%, _
' TilesheetCols%, TilesheetRows%, tileWidthPx%, tileHeightPx%, _
' xOffset%, yOffset%, numTilesX%, numTilesY%
' TODO: this can be simplified & optimized:
' - we don't need x/y offsets
' - tile height/width can be hardcoded
' - etc.
Sub ComputeTileLocations (arrTileSheetMap() As TileSheetMapType, arrTileMap() As TileMapType, TileCount%, TilesheetCols%, TilesheetRows%, tileWidthPx%, tileHeightPx%, xOffset%, yOffset%, numTilesX%, numTilesY%)
Dim TileNum%
Dim sc%
Dim sr%
Dim sx1%
Dim sx2%
Dim sy1%
Dim sy2%
Dim dx%
Dim dy%
Dim xDest%
Dim yDest%
' -----------------------------------------------------------------------------
' CALCULATE TILE SHEET COORDINATES FOR TILES 0-255
For TileNum% = 0 To (TileCount% - 1)
' GET THE COLUMN/ROW OF TILE # TileNum% ON THE SOURCE TILE SHEET
sc% = TileNum% Mod TilesheetCols%
sr% = TileNum% \ TilesheetRows%
'Print "Tile#" + cstr$(TileNum%) + " at sc%=" + cstr$(sc%) + ",sr%=" + cstr$(sr%)
' GET THE START X COORDINATE ON THE SOURCE TILE SHEET
'sx1% = sc% * tw%
sx1% = sc% * tileWidthPx%
' GET THE START Y COORDINATE ON THE SOURCE TILE SHEET
'sy1% = sr% * tw%
sy1% = sr% * tileHeightPx%
' GET THE END X COORDINATE ON THE SOURCE TILE SHEET
'sx2% = sx1% + (tw% - 1)
sx2% = sx1% + (tileWidthPx% - 1)
' GET THE END y COORDINATE ON THE SOURCE TILE SHEET
'sy2% = sy1% + (tw% - 1)
sy2% = sy1% + (tileHeightPx% - 1)
' SAVE THE COORDINATES FOR TileNum% IN THE ARRAY
arrTileSheetMap(TileNum%).xStart = sx1%
arrTileSheetMap(TileNum%).xEnd = sx2%
arrTileSheetMap(TileNum%).yStart = sy1%
arrTileSheetMap(TileNum%).yEnd = sy2%
Next TileNum%
' -----------------------------------------------------------------------------
' CALCULATE SCREEN COORDINATES FOR TILES
For dx% = 0 To (numTilesX% - 1)
For dy% = 0 To (numTilesY% - 1)
' GET THE DESTINATION X COORDINATE ON THE SCREEN
'xDest% = dx% * tw%
xDest% = (dx% * tileWidthPx%) + xOffset%
' GET THE DESTINATION Y COORDINATE ON THE SCREEN
'yDest% = (dy% * tw%) + 64
yDest% = (dy% * tileHeightPx%) + yOffset%
'Print "Tile#" + cstr$(TileNum%) + " at r" + cstr$(sr%) + "c" + cstr$(sc%) + " pixel location r" + cstr$(sy1%) + "c" + cstr$(sx1%) + " through r" + cstr$(sy2%) + "c" + cstr$(sx2%)
' SAVE THE SCREEN PIXEL COORDINATES FOR dx%, dy% IN THE ARRAY
' WHERE dx% and dy% ARE 1-BASED
arrTileMap(dx% + 1, dy% + 1).xPos = xDest%
arrTileMap(dx% + 1, dy% + 1).yPos = yDest%
Next dy%
Next dx%
End Sub ' ComputeTileLocations
' ################################################################################################################################################################
' END TILE PRECALCULATION UTILITIES
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN TILE TO IMAGE ROUTINES
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
' Loads tileset of 256 8x8 tiles into a 128x128 image (16 columns x 16 rows)
' where tiles are a single color.
' Parameters:
' imgTiles& = contains the resulting tileset image
' fgColor = tile color
' bgColor = tile background color
Function GetTiles$ (imgTiles&, fgColor As _Unsigned Long, bgColor As _Unsigned Long)
Dim RoutineName As String: RoutineName = "GetTiles$"
Dim sResult As String: sResult = ""
ReDim arrTileText(0 To 255) As String
Dim iTileNum As Integer
ReDim arrLines(-1) As String
Dim iFromX As Integer
Dim iFromY As Integer
Dim sLine As String
Dim sChar As String
Dim iTileX As Integer
Dim iTileY As Integer
Dim iToX As Integer
Dim iToY As Integer
Dim pixelColor As _Unsigned Long
Dim bFinished As Integer
' Do not try to free image handles currently being used as the active SCREEN. Change screen modes first.
' _DISPLAY turns off the auto refresh screen default _AUTODISPLAY behavior. Prevents screen flickering.
If imgTiles& < -1 Or imgTiles& > 0 Then _FreeImage imgTiles&
imgTiles& = _NewImage(128, 128, 32)
' Cls , cEmpty ' set the background color as transparent
'Screen imgTiles&
'Cls , bgColor ' set the background color as transparent
_Dest imgTiles&
'DrawRect 0, 0, 128, 128, cEmpty
'DrawBox 0, 0, 128, cWhite
Cls , cEmpty ' set the background color as transparent
GetTileText arrTileText()
iTileX = 0
iTileY = 0
bFinished = FALSE
For iTileNum = 0 To 255
split arrTileText(iTileNum), Chr$(13), arrLines()
iToY = iTileY * 8
If (iToY > _Height(imgTiles&)) Then
sResult = "iToY value " + cstr$(iToY) + " " + _
"exceeded image height " + cstr$(_Height(imgTiles&)) + ". " + _
"Exiting " + RoutineName + " at iTileNum=" + cstr$(iTileNum) + "."
bFinished = TRUE
Exit For
End If
For iFromY = LBound(arrLines) To UBound(arrLines)
sLine = arrLines(iFromY)
If Len(sLine) > 0 Then
iToX = iTileX * 8
For iFromX = 1 To Len(sLine)
sChar = Mid$(sLine, iFromX, 1)
If sChar = "." Then
pixelColor = bgColor ' cEmpty ' POINT(iFromX, iFromY)
Else
pixelColor = fgColor ' cBlack
End If
PSet (iToX, iToY), pixelColor
iToX = iToX + 1
If (iToX > _Width(imgTiles&)) Then
sResult = "iToX value " + cstr$(iToX) + " " + _
"exceeded image width " + cstr$(_Width(imgTiles&)) + ". " + _
"Exiting " + RoutineName + " at iTileNum=" + cstr$(iTileNum) + "."
bFinished = TRUE
Exit For
End If
Next iFromX
iToY = iToY + 1
If bFinished = TRUE Then Exit For
End If
Next iFromY
If bFinished = TRUE Then Exit For
iTileX = iTileX + 1
If iTileX > 15 Then
iTileX = 0
iTileY = iTileY + 1
'if iTileY > 15 then
' sResult = "Exceeded max 16 rows of tiles." + _
' "Exiting " + RoutineName + " at iTileNum=" + cstr$(iTileNum) + "."
' bFinished = TRUE
' exit for
'end if
End If
Next iTileNum
GetTiles$ = sResult
End Function ' GetTiles$
' /////////////////////////////////////////////////////////////////////////////
' Loads tileset of 256 8x8 tiles into a 2048 x 8 image
' (256 8x8 pixel tiles organized left to right)
' where tiles are a single color.
' Parameters:
' imgTiles& = contains the resulting tileset image
' fgColor = tile color
' bgColor = tile background color
Function GetTiles2$ (imgTiles&, fgColor As _Unsigned Long, bgColor As _Unsigned Long)
Dim RoutineName As String: RoutineName = "GetTiles2$"
Dim sResult As String: sResult = ""
ReDim arrTileText(0 To 255) As String
Dim iTileNum As Integer
ReDim arrLines(-1) As String
Dim iFromX As Integer
Dim iFromY As Integer
Dim sLine As String
Dim sChar As String
Dim iTileX As Integer
Dim iTileY As Integer
Dim iToX As Integer
Dim iToY As Integer
Dim pixelColor As _Unsigned Long
Dim bFinished As Integer
' Do not try to free image handles currently being used as the active SCREEN. Change screen modes first.
' _DISPLAY turns off the auto refresh screen default _AUTODISPLAY behavior. Prevents screen flickering.
If imgTiles& < -1 Or imgTiles& > 0 Then _FreeImage imgTiles&
imgTiles& = _NewImage(2048, 8, 32)
' Cls , cEmpty ' set the background color as transparent
'Screen imgTiles&
'Cls , bgColor ' set the background color as transparent
_Dest imgTiles&
'DrawRect 0, 0, 128, 128, cEmpty
'DrawBox 0, 0, 128, cWhite
Cls , cEmpty ' set the background color as transparent
GetTileText arrTileText()
iTileX = 0
iTileY = 0
iToY = 0
bFinished = FALSE
For iTileNum = 0 To 255
split arrTileText(iTileNum), Chr$(13), arrLines()
iToY = iTileY * 8
If (iToY > _Height(imgTiles&)) Then
sResult = "iToY value " + cstr$(iToY) + " " + _
"exceeded image height " + cstr$(_Height(imgTiles&)) + ". " + _
"Exiting " + RoutineName + " at iTileNum=" + cstr$(iTileNum) + "."
bFinished = TRUE
Exit For
End If
For iFromY = LBound(arrLines) To UBound(arrLines)
sLine = arrLines(iFromY)
If Len(sLine) > 0 Then
iToX = iTileX * 8
For iFromX = 1 To Len(sLine)
sChar = Mid$(sLine, iFromX, 1)
If sChar = "." Then
pixelColor = bgColor ' cEmpty ' POINT(iFromX, iFromY)
Else
pixelColor = fgColor ' cBlack
End If
PSet (iToX, iToY), pixelColor
iToX = iToX + 1
If (iToX > _Width(imgTiles&)) Then
sResult = "iToX value " + cstr$(iToX) + " " + _
"exceeded image width " + cstr$(_Width(imgTiles&)) + ". " + _
"Exiting " + RoutineName + " at iTileNum=" + cstr$(iTileNum) + "."
bFinished = TRUE
Exit For
End If
Next iFromX
iToY = iToY + 1
If bFinished = TRUE Then Exit For
End If
Next iFromY
If bFinished = TRUE Then Exit For
iTileX = iTileX + 1
'If iTileX > 15 Then
' iTileX = 0
' iTileY = iTileY + 1
'End If
Next iTileNum
GetTiles2$ = sResult
End Function ' GetTiles2$
' ################################################################################################################################################################
' END TILE TO IMAGE ROUTINES
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN TILE DEFINITIONS
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
' Returns an array of 256 8x8 tiles defined in text
' where each tile is defined by "." as blank and anything else is a pixel
' and each row is delimited by chr$(13)
Sub GetTileText (arrTileText() As String)
ReDim arrTileText(0 To 255) As String
m$ = ""
m$ = m$ + "22....22" + Chr$(13)
m$ = m$ + "2..22..2" + Chr$(13)
m$ = m$ + "2..2...2" + Chr$(13)
m$ = m$ + "2...2..2" + Chr$(13)
m$ = m$ + "2..22..2" + Chr$(13)
m$ = m$ + "2..22..2" + Chr$(13)
m$ = m$ + "22....22" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
arrTileText(0) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(1) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(2) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(3) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(4) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(5) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(6) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(7) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(8) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(9) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(10) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(11) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(12) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(13) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(14) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(15) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(16) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(17) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(18) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(19) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(20) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(21) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(22) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(23) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(24) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(25) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(26) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(27) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(28) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(29) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(30) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(31) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(32) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(33) = m$
m$ = ""
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(34) = m$
m$ = ""
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(35) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(36) = m$
m$ = ""
m$ = m$ + ".22...2." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".2...22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(37) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "..222..." + Chr$(13)
m$ = m$ + ".22..222" + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(38) = m$
m$ = ""
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(39) = m$
m$ = ""
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(40) = m$
m$ = ""
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(41) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(42) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(43) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
arrTileText(44) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(45) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(46) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(47) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22.222." + Chr$(13)
m$ = m$ + ".222.22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(48) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..222..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(49) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(50) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "...222.." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(51) = m$
m$ = ""
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "....222." + Chr$(13)
m$ = m$ + "...2222." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(52) = m$
m$ = ""
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(53) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(54) = m$
m$ = ""
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(55) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(56) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(57) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(58) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
arrTileText(59) = m$
m$ = ""
m$ = m$ + "....222." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "....222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(60) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(61) = m$
m$ = ""
m$ = m$ + ".222...." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + ".222...." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(62) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(63) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22.222." + Chr$(13)
m$ = m$ + ".22.222." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22...2." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(64) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(65) = m$
m$ = ""
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(66) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(67) = m$
m$ = ""
m$ = m$ + ".2222..." + Chr$(13)
m$ = m$ + ".22.22.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22.22.." + Chr$(13)
m$ = m$ + ".2222..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(68) = m$
m$ = ""
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".2222..." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(69) = m$
m$ = ""
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".2222..." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(70) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22.222." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(71) = m$
m$ = ""
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(72) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(73) = m$
m$ = ""
m$ = m$ + "...2222." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + ".22.22.." + Chr$(13)
m$ = m$ + "..222..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(74) = m$
m$ = ""
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22.22.." + Chr$(13)
m$ = m$ + ".2222..." + Chr$(13)
m$ = m$ + ".222...." + Chr$(13)
m$ = m$ + ".2222..." + Chr$(13)
m$ = m$ + ".22.22.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(75) = m$
m$ = ""
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(76) = m$
m$ = ""
m$ = m$ + ".22...22" + Chr$(13)
m$ = m$ + ".222.222" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".22.2.22" + Chr$(13)
m$ = m$ + ".22...22" + Chr$(13)
m$ = m$ + ".22...22" + Chr$(13)
m$ = m$ + ".22...22" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(77) = m$
m$ = ""
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".222.22." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".22.222." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(78) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(79) = m$
m$ = ""
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(80) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "....222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(81) = m$
m$ = ""
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + ".2222..." + Chr$(13)
m$ = m$ + ".22.22.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(82) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(83) = m$
m$ = ""
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(84) = m$
m$ = ""
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(85) = m$
m$ = ""
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(86) = m$
m$ = ""
m$ = m$ + ".22...22" + Chr$(13)
m$ = m$ + ".22...22" + Chr$(13)
m$ = m$ + ".22...22" + Chr$(13)
m$ = m$ + ".22.2.22" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".222.222" + Chr$(13)
m$ = m$ + ".22...22" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(87) = m$
m$ = ""
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(88) = m$
m$ = ""
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(89) = m$
m$ = ""
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(90) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(91) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(92) = m$
m$ = ""
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(93) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(94) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(95) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(96) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(97) = m$
m$ = ""
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(98) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(99) = m$
m$ = ""
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(100) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(101) = m$
m$ = ""
m$ = m$ + "....222." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(102) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(103) = m$
m$ = ""
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(104) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "..222..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(105) = m$
m$ = ""
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(106) = m$
m$ = ""
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22.22.." + Chr$(13)
m$ = m$ + ".2222..." + Chr$(13)
m$ = m$ + ".22.22.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(107) = m$
m$ = ""
m$ = m$ + "..222..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(108) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".22.2.22" + Chr$(13)
m$ = m$ + ".22...22" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(109) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(110) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(111) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(112) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(113) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(114) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".22222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(115) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "....222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(116) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(117) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(118) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".22...22" + Chr$(13)
m$ = m$ + ".22.2.22" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + "..22.22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(119) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(120) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + ".2222..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(121) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(122) = m$
m$ = ""
m$ = m$ + "...222.." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..2....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + "..2....." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "...222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(123) = m$
m$ = ""
m$ = m$ + "....2..." + Chr$(13)
m$ = m$ + "....2..." + Chr$(13)
m$ = m$ + "....2..." + Chr$(13)
m$ = m$ + "....2..." + Chr$(13)
m$ = m$ + "....2..." + Chr$(13)
m$ = m$ + "....2..." + Chr$(13)
m$ = m$ + "....2..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(124) = m$
m$ = ""
m$ = m$ + "..222..." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + ".....2.." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....2.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "..222..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(125) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".22....2" + Chr$(13)
m$ = m$ + "2..2..2." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(126) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(127) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(128) = m$
m$ = ""
m$ = m$ + "....2..." + Chr$(13)
m$ = m$ + "...222.." + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + "...222.." + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(129) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(130) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(131) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(132) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(133) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(134) = m$
m$ = ""
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
arrTileText(135) = m$
m$ = ""
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
arrTileText(136) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "..222..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(137) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...222.." + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(138) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..222..." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(139) = m$
m$ = ""
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
arrTileText(140) = m$
m$ = ""
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + ".222...." + Chr$(13)
m$ = m$ + "..222..." + Chr$(13)
m$ = m$ + "...222.." + Chr$(13)
m$ = m$ + "....222." + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
arrTileText(141) = m$
m$ = ""
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + "....222." + Chr$(13)
m$ = m$ + "...222.." + Chr$(13)
m$ = m$ + "..222..." + Chr$(13)
m$ = m$ + ".222...." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
arrTileText(142) = m$
m$ = ""
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
arrTileText(143) = m$
m$ = ""
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
arrTileText(144) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(145) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(146) = m$
m$ = ""
m$ = m$ + "..22.22." + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + "...222.." + Chr$(13)
m$ = m$ + "....2..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(147) = m$
m$ = ""
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
arrTileText(148) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "...222.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(149) = m$
m$ = ""
m$ = m$ + "22....22" + Chr$(13)
m$ = m$ + "222..222" + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "222..222" + Chr$(13)
m$ = m$ + "22....22" + Chr$(13)
arrTileText(150) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(151) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(152) = m$
m$ = ""
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
arrTileText(153) = m$
m$ = ""
m$ = m$ + "....2..." + Chr$(13)
m$ = m$ + "...222.." + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + "...222.." + Chr$(13)
m$ = m$ + "....2..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(154) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(155) = m$
m$ = ""
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
arrTileText(156) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(157) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "..22222." + Chr$(13)
m$ = m$ + ".222.22." + Chr$(13)
m$ = m$ + "..22.22." + Chr$(13)
m$ = m$ + "..22.22." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(158) = m$
m$ = ""
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + "..222222" + Chr$(13)
m$ = m$ + "...22222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + ".......2" + Chr$(13)
arrTileText(159) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(160) = m$
m$ = ""
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
arrTileText(161) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
arrTileText(162) = m$
m$ = ""
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(163) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
arrTileText(164) = m$
m$ = ""
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
arrTileText(165) = m$
m$ = ""
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
arrTileText(166) = m$
m$ = ""
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
arrTileText(167) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
arrTileText(168) = m$
m$ = ""
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "2222222." + Chr$(13)
m$ = m$ + "222222.." + Chr$(13)
m$ = m$ + "22222..." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "2......." + Chr$(13)
arrTileText(169) = m$
m$ = ""
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
arrTileText(170) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22222" + Chr$(13)
m$ = m$ + "...22222" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(171) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
arrTileText(172) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22222" + Chr$(13)
m$ = m$ + "...22222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(173) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222..." + Chr$(13)
m$ = m$ + "22222..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(174) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
arrTileText(175) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...22222" + Chr$(13)
m$ = m$ + "...22222" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(176) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(177) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(178) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "22222..." + Chr$(13)
m$ = m$ + "22222..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(179) = m$
m$ = ""
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
arrTileText(180) = m$
m$ = ""
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
arrTileText(181) = m$
m$ = ""
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
arrTileText(182) = m$
m$ = ""
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(183) = m$
m$ = ""
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(184) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
arrTileText(185) = m$
m$ = ""
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
arrTileText(186) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
arrTileText(187) = m$
m$ = ""
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(188) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "22222..." + Chr$(13)
m$ = m$ + "22222..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(189) = m$
m$ = ""
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(190) = m$
m$ = ""
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
arrTileText(191) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".2.....2" + Chr$(13)
m$ = m$ + ".2.....2" + Chr$(13)
m$ = m$ + ".2.....2" + Chr$(13)
m$ = m$ + ".2.....2" + Chr$(13)
m$ = m$ + ".2.....2" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
arrTileText(192) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
arrTileText(193) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(194) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "..2222.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(195) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(196) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".....2.." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".2222222" + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".....2.." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(197) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(198) = m$
m$ = ""
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "2......2" + Chr$(13)
m$ = m$ + "2.2..2.2" + Chr$(13)
m$ = m$ + "2......2" + Chr$(13)
m$ = m$ + "2.2..2.2" + Chr$(13)
m$ = m$ + "2.2222.2" + Chr$(13)
m$ = m$ + "2......2" + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
arrTileText(199) = m$
m$ = ""
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "2......2" + Chr$(13)
m$ = m$ + "2.2..2.2" + Chr$(13)
m$ = m$ + "2......2" + Chr$(13)
m$ = m$ + "2.2222.2" + Chr$(13)
m$ = m$ + "2.2..2.2" + Chr$(13)
m$ = m$ + "2......2" + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
arrTileText(200) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(201) = m$
m$ = ""
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + "....22.." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(202) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(203) = m$
m$ = ""
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
m$ = m$ + "..22...." + Chr$(13)
arrTileText(204) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(205) = m$
m$ = ""
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
arrTileText(206) = m$
m$ = ""
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + "2..22..2" + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + "2..22..2" + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
arrTileText(207) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(208) = m$
m$ = ""
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
arrTileText(209) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
arrTileText(210) = m$
m$ = ""
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(211) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
arrTileText(212) = m$
m$ = ""
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
arrTileText(213) = m$
m$ = ""
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
arrTileText(214) = m$
m$ = ""
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
arrTileText(215) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
arrTileText(216) = m$
m$ = ""
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "2..22..2" + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
m$ = m$ + "22..22.." + Chr$(13)
m$ = m$ + "2..22..2" + Chr$(13)
m$ = m$ + "..22..22" + Chr$(13)
m$ = m$ + ".22..22." + Chr$(13)
arrTileText(217) = m$
m$ = ""
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
arrTileText(218) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22222" + Chr$(13)
m$ = m$ + "...22222" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(219) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
arrTileText(220) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22222" + Chr$(13)
m$ = m$ + "...22222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(221) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222..." + Chr$(13)
m$ = m$ + "22222..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(222) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
arrTileText(223) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...22222" + Chr$(13)
m$ = m$ + "...22222" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(224) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(225) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(226) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "22222..." + Chr$(13)
m$ = m$ + "22222..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
arrTileText(227) = m$
m$ = ""
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
m$ = m$ + "22......" + Chr$(13)
arrTileText(228) = m$
m$ = ""
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
m$ = m$ + "222....." + Chr$(13)
arrTileText(229) = m$
m$ = ""
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
m$ = m$ + ".....222" + Chr$(13)
arrTileText(230) = m$
m$ = ""
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(231) = m$
m$ = ""
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(232) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
arrTileText(233) = m$
m$ = ""
m$ = m$ + ".......2" + Chr$(13)
m$ = m$ + "......22" + Chr$(13)
m$ = m$ + ".....22." + Chr$(13)
m$ = m$ + ".22.22.." + Chr$(13)
m$ = m$ + ".2222..." + Chr$(13)
m$ = m$ + ".222...." + Chr$(13)
m$ = m$ + ".22....." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(234) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
arrTileText(235) = m$
m$ = ""
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(236) = m$
m$ = ""
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "...22..." + Chr$(13)
m$ = m$ + "22222..." + Chr$(13)
m$ = m$ + "22222..." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(237) = m$
m$ = ""
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(238) = m$
m$ = ""
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "2222...." + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
m$ = m$ + "....2222" + Chr$(13)
arrTileText(239) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(240) = m$
m$ = ""
m$ = m$ + "22222.22" + Chr$(13)
m$ = m$ + "22222.22" + Chr$(13)
m$ = m$ + "22222.22" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "22.22222" + Chr$(13)
m$ = m$ + "22.22222" + Chr$(13)
m$ = m$ + "22.22222" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(241) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".222222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(242) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(243) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...2222." + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(244) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + ".222...." + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(245) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "...2222." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(246) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + "...2...." + Chr$(13)
m$ = m$ + ".222...." + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(247) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(248) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(249) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(250) = m$
m$ = ""
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
m$ = m$ + "........" + Chr$(13)
arrTileText(251) = m$
m$ = ""
m$ = m$ + "2.2.2.2." + Chr$(13)
m$ = m$ + ".2.2.2.2" + Chr$(13)
m$ = m$ + "2.2.2.2." + Chr$(13)
m$ = m$ + ".2.2.2.2" + Chr$(13)
m$ = m$ + "2.2.2.2." + Chr$(13)
m$ = m$ + ".2.2.2.2" + Chr$(13)
m$ = m$ + "2.2.2.2." + Chr$(13)
m$ = m$ + ".2.2.2.2" + Chr$(13)
arrTileText(252) = m$
m$ = ""
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "2......2" + Chr$(13)
m$ = m$ + "2......2" + Chr$(13)
m$ = m$ + "2......2" + Chr$(13)
m$ = m$ + "2......2" + Chr$(13)
m$ = m$ + "2......2" + Chr$(13)
m$ = m$ + "2......2" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
arrTileText(253) = m$
m$ = ""
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
arrTileText(254) = m$
m$ = ""
m$ = ""
m$ = m$ + "22....22" + Chr$(13)
m$ = m$ + "2..22..2" + Chr$(13)
m$ = m$ + "2..22..2" + Chr$(13)
m$ = m$ + "22.....2" + Chr$(13)
m$ = m$ + "22222..2" + Chr$(13)
m$ = m$ + "2..22..2" + Chr$(13)
m$ = m$ + "22....22" + Chr$(13)
m$ = m$ + "22222222" + Chr$(13)
arrTileText(255) = m$
End Sub ' GetTileText
' ################################################################################################################################################################
' END TILE DEFINITIONS
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN COLOR FUNCTIONS
' ################################################################################################################################################################
Function cWhite~& ()
cWhite = _RGB32(255, 255, 255)
End Function ' cWhite~&
Function cEmpty~& ()
cEmpty = _RGB32(0, 0, 0, 0)
End Function ' cEmpty~&
Function cBlack~& ()
cBlack = _RGB32(0, 0, 0)
End Function ' cBlack~&
Function cRed~& ()
cRed = _RGB32(255, 0, 0)
End Function
Function cYellow~& ()
cYellow = _RGB32(255, 255, 0)
End Function ' cYellow~&
Function cLime~& ()
cLime = _RGB32(0, 255, 0)
End Function ' cLime~&
Function cCyan~& ()
cCyan = _RGB32(0, 255, 255)
End Function ' cCyan~&
Function cBlue~& ()
cBlue = _RGB32(0, 0, 255)
End Function ' cBlue~&
Function cPurple~& ()
cPurple = _RGB32(128, 0, 255)
End Function ' cPurple~&
Function cMagenta~& ()
cMagenta = _RGB32(255, 0, 255)
End Function ' cMagenta~&
Function cOrange~& ()
cOrange = _RGB32(255, 165, 0)
End Function ' cOrange~&
Function cGray~& ()
cGray = _RGB32(128, 128, 128)
End Function ' cGray~&
' ################################################################################################################################################################
' END COLOR FUNCTIONS
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN GENERAL PURPOSE ROUTINES
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
' See also StringTo2dArray
Function Array2dToString$ (MyArray() As String)
Dim MyString As String
Dim iY As Integer
Dim iX As Integer
Dim sLine As String
MyString = ""
For iY = LBound(MyArray, 1) To UBound(MyArray, 1)
sLine = ""
For iX = LBound(MyArray, 2) To UBound(MyArray, 2)
sLine = sLine + MyArray(iY, iX)
Next iX
MyString = MyString + sLine + Chr$(13)
Next iY
Array2dToString$ = MyString
End Function ' Array2dToString$
' /////////////////////////////////////////////////////////////////////////////
'Function Array2dToStringTest$ (MyArray() As String)
' Dim MyString As String
' Dim iY As Integer
' Dim iX As Integer
' Dim sLine As String
' MyString = ""
' MyString = MyString + " 11111111112222222222333" + Chr$(13)
' MyString = MyString + " 12345678901234567890123456789012" + Chr$(13)
' For iY = LBound(MyArray, 1) To UBound(MyArray, 1)
' sLine = ""
' sLine = sLine + Right$(" " + cstr$(iY), 2)
' For iX = LBound(MyArray, 2) To UBound(MyArray, 2)
' sLine = sLine + MyArray(iY, iX)
' Next iX
' sLine = sLine + Right$(" " + cstr$(iY), 2)
' MyString = MyString + sLine + Chr$(13)
' Next iY
' MyString = MyString + " 12345678901234567890123456789012" + Chr$(13)
' MyString = MyString + " 11111111112222222222333" + Chr$(13)
' Array2dToStringTest$ = MyString
'End Function ' Array2dToStringTest$
' /////////////////////////////////////////////////////////////////////////////
Function cstr$ (myValue)
'cstr$ = LTRIM$(RTRIM$(STR$(myValue)))
cstr$ = _Trim$(Str$(myValue))
End Function ' cstr$
' /////////////////////////////////////////////////////////////////////////////
' Simple timestamp function
Function CurrentDateTime$
CurrentDateTime$ = Mid$(Date$, 7, 4) + "-" + _
Mid$(Date$, 1, 5) + " " + _
Time$
End Function ' CurrentDateTime$
' /////////////////////////////////////////////////////////////////////////////
' Receives an {sDelim} delimited list {sInput}
' returns the list with all duplicate entries removed.
Function DedupeDelimList$ (sInput As String, sDelim As String)
ReDim arrLines(-1) As String
Dim sOutput As String
Dim iLoop As Integer
split sInput, sDelim, arrLines()
sOutput = sDelim
For iLoop = LBound(arrLines) To UBound(arrLines)
If InStr(1, sOutput, sDelim + arrLines(iLoop) + sDelim) = 0 Then
sOutput = sOutput + arrLines(iLoop) + sDelim
End If
Next iLoop
DedupeDelimList$ = sOutput
End Function ' DedupeDelimList$
' /////////////////////////////////////////////////////////////////////////////
' Use with timer functions to avoid "after midnight" bug.
' Re: how to time something (ie do loop for n seconds)
' https://qb64forum.alephc.xyz/index.php?topic=4682.0
' SMcNeill, QB64 Developer
' « Reply #1 on: Today at 11:26:52 am »
'
' One caveat here: You *can* experience bugs with this after midnight.
'
' Program starts at 23:59:59.
' Add three seconds -- 24:00:02... (In seconds, and not hours and minutes like this, though hours and minutes are easier to visualize.)
' Clock hits midnight: 0:00:00
'
' At no point will you ever have TIMER become greater than t#.
'
' If you're going to have a program which might run into this issue,
' I'd suggest just plugging in my ExtendedTimer and use it instead:
'
' Most of us write time code to test little snippets for which method might
' be faster for us while we're coding. The clock resetting on us isn't
' normally such a big deal. When it is, however, all you have to do is
' swap to the ExtendedTimer function [below]
'
' Returns a value for you based off DAY + TIME, rather than just time alone!
' No midnight clock issues with something like that in our programs. ;)
' Usage:
' ' DO SOMETHING FOR 3 SECONDS
' t# = ExtendedTimer + 3
' Do
' '(SOMETHING)
' Loop Until Timer > t#
Function ExtendedTimer##
d$ = Date$
l = InStr(d$, "-")
l1 = InStr(l + 1, d$, "-")
m = Val(Left$(d$, l))
d = Val(Mid$(d$, l + 1))
y = Val(Mid$(d$, l1 + 1)) - 1970
For i = 1 To m
Select Case i 'Add the number of days for each previous month passed
Case 1: d = d 'January doestn't have any carry over days.
Case 2, 4, 6, 8, 9, 11: d = d + 31
Case 3: d = d + 28
Case 5, 7, 10, 12: d = d + 30
End Select
Next
For i = 1 To y
d = d + 365
Next
For i = 2 To y Step 4
If m > 2 Then d = d + 1 'add an extra day for leap year every 4 years, starting in 1970
Next
d = d - 1 'for year 2000
s~&& = d * 24 * 60 * 60 'Seconds are days * 24 hours * 60 minutes * 60 seconds
ExtendedTimer## = (s~&& + Timer)
End Function ' ExtendedTimer##
' /////////////////////////////////////////////////////////////////////////////
' Receives a {sDelimeter} delimited list of numbers {MyString}
' and splits it up into an integer array arrInteger()
' beginning at index {iMinIndex}.
Sub GetIntegerArrayFromDelimList (MyString As String, sDelimiter As String, iMinIndex As Integer, arrInteger() As Integer)
ReDim arrString(-1) As String
Dim CleanString As String
Dim iLoop As Integer
Dim iCount As Integer: iCount = iMinIndex - 1
ReDim arrInteger(-1) As Integer
'DebugPrint "GetIntegerArrayFromDelimList " + _
' "MyString=" + chr$(34) + MyString + chr$(34) + ", " + _
' "sDelimiter=" + chr$(34) + sDelimiter + chr$(34) + ", " + _
' "iMinIndex=" + cstr$(iMinIndex) + ", " + _
' "arrInteger()"
If Len(sDelimiter) > 0 Then
CleanString = MyString
If sDelimiter <> " " Then
CleanString = Replace$(CleanString, " ", "")
End If
split CleanString, sDelimiter, arrString()
iCount = iMinIndex - 1
For iLoop = LBound(arrString) To UBound(arrString)
If IsNum%(arrString(iLoop)) = TRUE Then
iCount = iCount + 1
ReDim _Preserve arrInteger(iMinIndex To iCount) As Integer
arrInteger(iCount) = Val(arrString(iLoop))
'DebugPrint "5633 arrInteger(" + cstr$(iCount) + ") = VAL(arrString(" + cstr$(iLoop) + ")) = " + cstr$(arrInteger(iCount))
End If
Next iLoop
Else
If IsNum%(MyString) = TRUE Then
ReDim _Preserve arrInteger(iMinIndex To iMinIndex) As Integer
arrInteger(iMinIndex) = Val(MyString)
End If
End If
'CleanString=""
'for iLoop=lbound(arrInteger) to ubound(arrInteger)
'CleanString = CleanString + iifstr$(iLoop=lbound(arrInteger), "", ",") + cstr$(arrInteger(iLoop))
'next iLoop
'DebugPrint "arrInteger=(" + CleanString + ")"
End Sub ' GetIntegerArrayFromDelimList
' /////////////////////////////////////////////////////////////////////////////
Function IIF (Condition, IfTrue, IfFalse)
If Condition Then IIF = IfTrue Else IIF = IfFalse
End Function
' /////////////////////////////////////////////////////////////////////////////
Function IIFSTR$ (Condition, IfTrue$, IfFalse$)
If Condition Then IIFSTR$ = IfTrue$ Else IIFSTR$ = IfFalse$
End Function
' /////////////////////////////////////////////////////////////////////////////
' By sMcNeill from https://www.qb64.org/forum/index.php?topic=896.0
Function IsNum% (text$)
Dim a$
Dim b$
a$ = _Trim$(text$)
b$ = _Trim$(Str$(Val(text$)))
If a$ = b$ Then
IsNum% = TRUE
Else
IsNum% = FALSE
End If
End Function ' IsNum%
' /////////////////////////////////////////////////////////////////////////////
' Does a _PrintString at the specified row+column.
' iRow and iCol are 0-based.
Sub PrintString (iRow As Integer, iCol As Integer, MyString As String)
Dim iX As Integer
Dim iY As Integer
iX = _FontWidth * iCol
iY = _FontHeight * iRow ' (iRow + 1)
_PrintString (iX, iY), MyString
End Sub ' PrintString
' /////////////////////////////////////////////////////////////////////////////
' Does a _PrintString at the specified row+column.
' iRow and iCol are 1-based.
Sub PrintString1 (iRow As Integer, iCol As Integer, MyString As String)
Dim iX As Integer
Dim iY As Integer
iX = _FontWidth * (iCol - 1)
iY = _FontHeight * (iRow - 1)
_PrintString (iX, iY), MyString
End Sub ' PrintString1
' /////////////////////////////////////////////////////////////////////////////
' FROM: String Manipulation
' found at abandoned, outdated and now likely malicious qb64 dot net website
' http://www.qb64.[net]/forum/index_topic_5964-0/
'
'SUMMARY:
' Purpose: A library of custom functions that transform strings.
' Author: Dustinian Camburides (dustinian@gmail.com)
' Platform: QB64 (www.qb64.org)
' Revision: 1.6
' Updated: 5/28/2012
'SUMMARY:
'[Replace$] replaces all instances of the [Find] sub-string with the [Add] sub-string within the [Text] string.
'INPUT:
'Text: The input string; the text that's being manipulated.
'Find: The specified sub-string; the string sought within the [Text] string.
'Add: The sub-string that's being added to the [Text] string.
Function Replace$ (Text1 As String, Find1 As String, Add1 As String)
' VARIABLES:
Dim Text2 As String
Dim Find2 As String
Dim Add2 As String
Dim lngLocation As Long ' The address of the [Find] substring within the [Text] string.
Dim strBefore As String ' The characters before the string to be replaced.
Dim strAfter As String ' The characters after the string to be replaced.
' INITIALIZE:
' MAKE COPIESSO THE ORIGINAL IS NOT MODIFIED (LIKE ByVal IN VBA)
Text2 = Text1
Find2 = Find1
Add2 = Add1
lngLocation = InStr(1, Text2, Find2)
' PROCESSING:
' While [Find2] appears in [Text2]...
While lngLocation
' Extract all Text2 before the [Find2] substring:
strBefore = Left$(Text2, lngLocation - 1)
' Extract all text after the [Find2] substring:
strAfter = Right$(Text2, ((Len(Text2) - (lngLocation + Len(Find2) - 1))))
' Return the substring:
Text2 = strBefore + Add2 + strAfter
' Locate the next instance of [Find2]:
lngLocation = InStr(1, Text2, Find2)
' Next instance of [Find2]...
Wend
' OUTPUT:
Replace$ = Text2
End Function ' Replace$
' /////////////////////////////////////////////////////////////////////////////
' Split and join strings
' https://www.qb64.org/forum/index.php?topic=1073.0
'
' FROM luke, QB64 Developer
' Date: February 15, 2019, 04:11:07 AM
'
' Given a string of words separated by spaces (or any other character),
' splits it into an array of the words. I've no doubt many people have
' written a version of this over the years and no doubt there's a million
' ways to do it, but I thought I'd put mine here so we have at least one
' version. There's also a join function that does the opposite
' array -> single string.
'
' Code is hopefully reasonably self explanatory with comments and a little demo.
' Note, this is akin to Python/JavaScript split/join, PHP explode/implode.
'Split in$ into pieces, chopping at every occurrence of delimiter$. Multiple consecutive occurrences
'of delimiter$ are treated as a single instance. The chopped pieces are stored in result$().
'
'delimiter$ must be one character long.
'result$() must have been REDIMmed previously.
' Modified to handle multi-character delimiters
Sub split (in$, delimiter$, result$())
Dim start As Integer
Dim finish As Integer
Dim iDelimLen As Integer
ReDim result$(-1)
iDelimLen = Len(delimiter$)
start = 1
Do
'While Mid$(in$, start, 1) = delimiter$
While Mid$(in$, start, iDelimLen) = delimiter$
'start = start + 1
start = start + iDelimLen
If start > Len(in$) Then
Exit Sub
End If
Wend
finish = InStr(start, in$, delimiter$)
If finish = 0 Then
finish = Len(in$) + 1
End If
ReDim _Preserve result$(0 To UBound(result$) + 1)
result$(UBound(result$)) = Mid$(in$, start, finish - start)
start = finish + 1
Loop While start <= Len(in$)
End Sub ' split
' /////////////////////////////////////////////////////////////////////////////
' Converts a chr$(13) delimited string
' into a 2-dimensional array.
' Usage:
' Dim StringArray(1 To 48, 1 To 128) As String
' StringTo2dArray StringArray(), GetMap$
' Version 2 with indexed array(row, columm)
' Renamed StringToArray to StringTo2dArray.
' See also: Array2dToString$
Sub StringTo2dArray (MyArray() As String, MyString As String)
Dim sDelim As String
ReDim arrLines(0) As String
Dim iRow As Integer
Dim iCol As Integer
Dim sChar As String
Dim iDim1 As Integer
Dim iDim2 As Integer
Dim iIndex1 As Integer
Dim iIndex2 As Integer
iDim1 = LBound(MyArray, 1)
iDim2 = LBound(MyArray, 2)
sDelim = Chr$(13)
split MyString, sDelim, arrLines()
For iRow = LBound(arrLines) To UBound(arrLines)
If iRow <= UBound(MyArray, 1) Then
For iCol = 1 To Len(arrLines(iRow))
If iCol <= UBound(MyArray, 2) Then
sChar = Mid$(arrLines(iRow), iCol, 1)
If Len(sChar) > 1 Then
sChar = Left$(sChar, 1)
Else
If Len(sChar) = 0 Then
sChar = "."
End If
End If
iIndex1 = iRow + iDim1
iIndex2 = (iCol - 1) + iDim2
MyArray(iIndex1, iIndex2) = sChar
'DebugPrint "MyArray(" + cstr$(iIndex1) + ", " + cstr$(iIndex2) + " = " + chr$(34) + sChar + chr$(34)
Else
' Exit if out of bounds
Exit For
End If
Next iCol
Else
' Exit if out of bounds
Exit For
End If
Next iRow
End Sub ' StringTo2dArray
' /////////////////////////////////////////////////////////////////////////////
Function TrueFalse$ (myValue)
If myValue = TRUE Then
TrueFalse$ = "TRUE"
Else
TrueFalse$ = "FALSE"
End If
End Function ' TrueFalse$
' ################################################################################################################################################################
' END GENERAL PURPOSE ROUTINES
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN HARDWARE IMAGES DEMO #2 (WORKS)
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
' Re: fastest way to draw a 2-color 8x8 tile (with variable colors)?
' https://qb64forum.alephc.xyz/index.php?topic=4674.0
' madscijr
' « Reply #5 on: Yesterday at 09:46:53 pm »
' Quote from: SMcNeill on Yesterday at 07:56:57 pm:
' Hardware images basically get their speed by being a sort of "Write Only"
' method for images. You can make them, you can put them on the screen,
' but you can't edit them or read information back from them.
' ...
' 2) You don't have to specify where they show up as a destination with putimage.
' ...
' If you have any specific questions, feel free to ask them and I'll do my
' best to answer for you, if I can. ;)
'
' Thanks for taking the time to explain all that. When I'm back at the PC,
' I'll try out your example.
'
' For now, just one question: if you can't read information from them or even
' specify where on the destination they go, how are they even useful?
' Maybe it will click when I run your example or read up on it, but I just
' don't see what the use of an image would be if you can't control where on
' the screen it is drawn? Or how it would help speed up drawing a map of
' colored tiles to the screen.
'
' Thanks again...
' SMcNeill, QB64 Developer
' « Reply #6 on: Today at 01:14:28 am »
'
' Try this out and see if it doesn't help answer your questions:
Sub HardwareImageDemo2
$Color:32
Display = _NewImage(1024, 720, 32)
Software = _NewImage(1024, 720, 32)
Screen Display
Print "First, let's create a normal sortware screen and fill it with 40x40 tiles of random colors."
Print "Press <ANY KEY> to view this screen."
Sleep
_Dest Software
For y = 0 To 720 Step 40
For x = 0 To 1024 Step 40
Line (x, y)-Step(40, 40), &HFF000000 + Rnd * &HFFFFFF, BF
Next
Next
_Dest Display
_PutImage , Software
Print
Print "As you can see, this is a simple software screen."
Print "Now, I'm going to copy that software screen and make it a hardware screen."
Print "Press <ANY KEY> for me to do so!"
Sleep
Hardware = _CopyImage(Software, 33)
Cls
Print "Now, I'm back to my blank screen, but I now have a hardware screen to work with."
Print
Print "To keep things simple, let's showcase the differences between using _putimage with a software screen, and then with the hardware screen."
Print
Print "First, the software screen! Press <ANY KEY> to continue."
Sleep
_PutImage (0, 100)-Step(100, 100), Software, Display, (0, 0)-(40, 40)
Print: Print: Print: Print: Print: Print: Print
Print "As you can see, all I did here was copy a single tile from the software screen and then scale it to fit upon the current screen."
Print
Print "Press <ANY KEY> to continue, as I'll now do the same with a hardware image."
Sleep: _KeyClear
_PutImage (200, 100)-Step(100, 100), Hardware, , (0, 0)-(40, 40)
Print
Print "As you can see from the above, we have the same tile copied and scaled onto the screen, just to the right of the software image."
Print
Print "Doesn't really seem to be very different at all, now does it?"
Print
Print "Press <ANY KEY> to continue."
_Display
Sleep
_AutoDisplay
Print
Color Red
Print "BUT WAIT A MOMENT!! What the heck happened to our hardware tile??!!??"
Color White
Print
Print "It's no longer on the screen, as it was previously. Why??"
Print
Print "Because it was never on the software screen at all, but was instead on it's own hardware layer ABOVE the software screen."
Print
Print "Hardware images only display ONCE, once _DISPLAY is called, and then they flush from the graphics buffer."
Print "Draw. Display. Flush. <-- that's the basic process of how a hardware image works."
Print
Print "If we want one to remain on the screen, we have to do it either by:"
Print "1) Not updating the screen after we draw and display the image, as I did above with the tile I displayed."
Print "2) Refresh displaying the image in our main loop (which is what we do even with software images for most games and such)."
Print
Print "Press <ANY KEY> to continue."
Sleep
Cls
Print
Print "So, as you can see, hardware images have a few drawbacks to them, with the most obvious being they only display once,"
Print "then flush from memory. If you want persistant hardware images, they're best used in a loop."
Print
Print "But, if they've got drawbacks, then one has to ask, 'What's the advantages to using them?'"
Print "Press <ANY KEY> to find out!"
Sleep
't# = ExtendedTimer + 3
t# = Timer + 3
Do
count = count + 1
_PutImage (0, 100)-Step(100, 100), Software, Display, (x, y)-Step(40, 40)
x = x + 40
If x > 1024 Then x = 0: y = y + 40
If y > 720 Then x = 0: y = 0
_Display
Loop Until Timer > t#
_AutoDisplay
Print: Print: Print: Print: Print: Print: Print: Print
Print "See lots of flashing tiles on the screen for the last three seconds?"
Print "That was us using _PUTIMAGE with the software screen, and we put"; count; "tiles on the screen in those 3 seconds."
Print
Print "Now press <ANY KEY> and we'll do the exact same thing with hardware images."
Sleep
count = 0: x = 0: y = 0
t# = Timer + 3
tempScreen = _CopyImage(Display, 33)
_DisplayOrder _Hardware
Do
count = count + 1
_PutImage , tempScreen
_PutImage (300, 100)-Step(100, 100), Hardware, , (x, y)-Step(40, 40)
x = x + 40
If x > 1024 Then x = 0: y = y + 40
If y > 720 Then x = 0: y = 0
_Display
Loop Until Timer > t#
_FreeImage tempScreen
_AutoDisplay
_DisplayOrder _Hardware , _Software
Print
Print "Didn't seem very different at the rate of which we were running things, now did it?"
Print "Would you be surprised to find out that we put"; count * 2; "hardware images on the screen in those same 3 seconds?"
Print
Print "And if you look close, I counted each loop twice, as we didn't just put the hardware image to the screen, but also a"
Print "complete copy of the original software screen as well!"
Print
Print "The reason why I did this?"
Print
Print "So I could completely elimimate all software iamges and JUST work with the much faster hardware layer!"
Print
Print "Press <ANY KEY> to continue"
Sleep
Cls
Print "So, as you can see, hardware images are multiple times faster to display and render than software images."
Print
Print "But here's something else for you to notice -- I'm going to update the screen with constant, limitless tile refeshes."
Print "To start with, I'm going to do this in a LOOP with the software images."
Print "CTRL-TAB out of this demo program, open your task manager, and see how much memory and CPU processing power the program uses."
Print "Then TAB back to this program and hit <ESC> to do the same with the hardware images."
Do
_PutImage (0, 100)-(1024, 720), Software, Display, (x, y)-Step(40, 40)
x = x + 40
If x > 1024 Then x = 0: y = y + 40
If y > 720 Then x = 0: y = 0
_Limit 60
_Display
Loop Until _KeyDown(27)
Cls , 0
Print "PRESS <SPACE BAR> to stop the hardware iamges!!"
tempImage = _CopyImage(Display, 33)
x = 0: y = 0
_DisplayOrder _Hardware
Do
_PutImage , tempImage
_PutImage (0, 100)-(1023, 719), Hardware, , (x, y)-Step(40, 40)
x = x + 40
If x > 1024 Then x = 0: y = y + 40
If y > 720 Then x = 0: y = 0
_Limit 60
_Display
Loop Until _KeyDown(32)
_DisplayOrder _Software , _Hardware
_AutoDisplay
Cls
Print "On my laptop, these two methods use the following amounts of CPU power:"
Print "Software, 60 FPS -- 3% CPU"
Print "Hardware, 60 FPS -- 0.1% CPU"
Print
Print "If I go in and change the limits to something much higher, these are the results (test them for yourselves, please):"
Print "Software, 600 FPS -- 10.3% CPU"
Print "Hardware, 600 FPS -- 0.1% CPU"
Print
Print
Print "So, as you can see, the disadvantage to hardware images are they display once, then flush from memory."
Print
Print "While the advantages to their usage is MUCH faster processing times, and an immense reduction on CPU usage. (The GPU picks up the work for us!)"
Print
Print
Print "You basically use them just like you would any other normal image, though you have to keep in mind that they render"
Print "to their own hardware layer, which you can specify to go on below or above your software screen."
Print
Print "(Or, you can _DISPLAYORDER _HARDWARE and *only* display the hardware layer, removing software rendering completely!)"
Print
Print "And THAT, my friends, is basically the lowdown on hardware vs software images. ;)"
Print
Print
Print "And this was another Steve(tm) Tutorial! Enjoy!!"
End Sub ' HardwareImageDemo2
' ################################################################################################################################################################
' END HARDWARE IMAGES DEMO #2 (WORKS)
' ################################################################################################################################################################
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN DEBUGGING ROUTINES #DEBUGGING
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Sub DebugPrint (MyString As String)
If m_bDebug = TRUE Then
'_Echo MyString
ReDim arrLines(-1) As String
Dim iLoop As Integer
split MyString, Chr$(13), arrLines()
For iLoop = LBound(arrLines) To UBound(arrLines)
_Echo arrLines(iLoop)
Next iLoop
End If
End Sub ' DebugPrint
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END DEBUGGING ROUTINES @DEBUGGING
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ################################################################################################################################################################
' BEGIN MENU HELPER ROUTINES
' ################################################################################################################################################################
' /////////////////////////////////////////////////////////////////////////////
Sub ShowInstructions (in$)
Dim iLoop As Integer
Dim iCount As Integer: iCount = 0
Dim iRows As Integer: iRows = _Height(0) '\ _FontHeight ' GET # OF AVAILABLE TEXT ROWS
ReDim arrLines(-1) As String
Cls
split in$, Chr$(13), arrLines() ' SPLIT OUTPUT INTO LINES
For iLoop = LBound(arrLines) To UBound(arrLines)
Print arrLines(iLoop)
iCount = iCount + 1
If iCount > (iRows - 5) Then
'INPUT "PRESS <ENTER> TO CONTINUE"; in$
Sleep
iCount = 0
End If
Next iLoop
Print
Input "PRESS <ENTER> TO CONTINUE"; in$
End Sub ' ShowInstructions
' ################################################################################################################################################################
' END MENU HELPER ROUTINES
' ################################################################################################################################################################
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' #REFERENCE
' =============================================================================
' SOME USEFUL STUFF FOR REFERENCE:
' Type Name Type suffix symbol Minimum value Maximum value Size in Bytes
' --------------------- ------------------ ---------------------------- -------------------------- -------------
' _BIT ` -1 0 1/8
' _BIT * n `n -128 127 n/8
' _UNSIGNED _BIT ~` 0 1 1/8
' _BYTE %% -128 127 1
' _UNSIGNED _BYTE ~%% 0 255 1
' INTEGER % -32,768 32,767 2
' _UNSIGNED INTEGER ~% 0 65,535 2
' LONG & -2,147,483,648 2,147,483,647 4
' _UNSIGNED LONG ~& 0 4,294,967,295 4
' _INTEGER64 && -9,223,372,036,854,775,808 9,223,372,036,854,775,807 8
' _UNSIGNED _INTEGER64 ~&& 0 18,446,744,073,709,551,615 8
' SINGLE ! or none -2.802597E-45 +3.402823E+38 4
' DOUBLE # -4.490656458412465E-324 +1.797693134862310E+308 8
' _FLOAT ## -1.18E-4932 +1.18E+4932 32(10 used)
' _OFFSET %& -9,223,372,036,854,775,808 9,223,372,036,854,775,807 Use LEN
' _UNSIGNED _OFFSET ~%& 0 18,446,744,073,709,551,615 Use LEN
' _MEM none combined memory variable type N/A Use LEN
' div: int1% = num1% \ den1%
' mod: rem1% = num1% MOD den1%
' @REFERENCE
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
(I started updating my game to use them, but got hung up on how to manage changing tile colors on the fly, and it went on the backburner, something I will eventually get back to, because it was a pretty neat game.)
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(03-30-2023, 03:41 PM)madscijr Wrote: Last comment for now (I swear, lol) - I tried this with the 4x sprite sheet, and it runs, and looks good, but is slow (at least on this computer, which isn't the newest, an old Microsoft Surface Pro 3 with 8 GB RAM and whatever gen i7 processor from 2014/15). I'm fine with the 2x resolution, but would be curious what else can be done to speed it up. Maybe if the game were updated to use hardware images?
Hardware images? Yes, that would absolutely be the way to get most performance from the game. I played around with these briefly on an earlier 3D morphing project that I made in QB64pe. It would take some fiddling around but probably not all that much. Most of the game would just work as-is almost I would imagine. Can you blit a portion of a sprite sheet to the screen with hardware images? If so then it'll be fine. The only area that would need a little extra work would be the background strips. These are created on the fly and cached but you could still create them on the fly to a temporary software handle and then copy them over to hardware images. I doubt I'll have time to look into this tonight but maybe tomorrow evening or over the weekend. Let me know if you get it sorted in the meantime though!
RokCoder - dabbling in QB64pe for fun
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03-30-2023, 07:43 PM
(This post was last modified: 03-30-2023, 07:45 PM by madscijr.)
(03-30-2023, 05:39 PM)RokCoder Wrote: (03-30-2023, 03:41 PM)madscijr Wrote: Last comment for now (I swear, lol) - I tried this with the 4x sprite sheet, and it runs, and looks good, but is slow (at least on this computer, which isn't the newest, an old Microsoft Surface Pro 3 with 8 GB RAM and whatever gen i7 processor from 2014/15). I'm fine with the 2x resolution, but would be curious what else can be done to speed it up. Maybe if the game were updated to use hardware images?
Hardware images? Yes, that would absolutely be the way to get most performance from the game. I played around with these briefly on an earlier 3D morphing project that I made in QB64pe. It would take some fiddling around but probably not all that much. Most of the game would just work as-is almost I would imagine. Can you blit a portion of a sprite sheet to the screen with hardware images? If so then it'll be fine. The only area that would need a little extra work would be the background strips. These are created on the fly and cached but you could still create them on the fly to a temporary software handle and then copy them over to hardware images. I doubt I'll have time to look into this tonight but maybe tomorrow evening or over the weekend. Let me know if you get it sorted in the meantime though!
Yes, you can absolutely copy a portion of the sprite sheet to the screen.
I haven't touched the hardware image code in a year, and I wasn't that comfortable with it to begin with.
Also I'm not too familiar with how your game draws graphics (the palette stuff is particularly alien to me), so I probably will leave it to you.
But I look forward to seeing the results whenever you get around to it - it should speed things up considerably.
From what I recall, if you wanted to display a given tile in more than one color, with hw images, you can't do stuff like change the palette on the fly. Instead, you would create a tilesheet for each color (or a giant multi-tilesheet tilesheet) and then locate the tile in the given color and copy it over.
(DISCLAIMER: my grasp on this stuff is shaky at best, if you have questions Steve or the other folks here should be able to help.)
I'm not sure about the background, I think you would just pre-render copies ahead of time of whatever images, in whatever colors you will need, and then in the game, copy the given background in the right color, and then copy the tiles over that? I'm really not sure, but the guys here can definitely help with that.
Happy hunting!
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LOL
I am not able to go throught the 3000 scores!
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(03-30-2023, 07:43 PM)madscijr Wrote: (03-30-2023, 05:39 PM)RokCoder Wrote: (03-30-2023, 03:41 PM)madscijr Wrote: Last comment for now (I swear, lol) - I tried this with the 4x sprite sheet, and it runs, and looks good, but is slow (at least on this computer, which isn't the newest, an old Microsoft Surface Pro 3 with 8 GB RAM and whatever gen i7 processor from 2014/15). I'm fine with the 2x resolution, but would be curious what else can be done to speed it up. Maybe if the game were updated to use hardware images?
Hardware images? Yes, that would absolutely be the way to get most performance from the game. I played around with these briefly on an earlier 3D morphing project that I made in QB64pe. It would take some fiddling around but probably not all that much. Most of the game would just work as-is almost I would imagine. Can you blit a portion of a sprite sheet to the screen with hardware images? If so then it'll be fine. The only area that would need a little extra work would be the background strips. These are created on the fly and cached but you could still create them on the fly to a temporary software handle and then copy them over to hardware images. I doubt I'll have time to look into this tonight but maybe tomorrow evening or over the weekend. Let me know if you get it sorted in the meantime though!
Yes, you can absolutely copy a portion of the sprite sheet to the screen.
I haven't touched the hardware image code in a year, and I wasn't that comfortable with it to begin with.
Also I'm not too familiar with how your game draws graphics (the palette stuff is particularly alien to me), so I probably will leave it to you.
But I look forward to seeing the results whenever you get around to it - it should speed things up considerably.
From what I recall, if you wanted to display a given tile in more than one color, with hw images, you can't do stuff like change the palette on the fly. Instead, you would create a tilesheet for each color (or a giant multi-tilesheet tilesheet) and then locate the tile in the given color and copy it over.
(DISCLAIMER: my grasp on this stuff is shaky at best, if you have questions Steve or the other folks here should be able to help.)
I'm not sure about the background, I think you would just pre-render copies ahead of time of whatever images, in whatever colors you will need, and then in the game, copy the given background in the right color, and then copy the tiles over that? I'm really not sure, but the guys here can definitely help with that.
Happy hunting!
Well, there were a handful of caveats to dance around but it's up and running with hardware sprites now. I've set your x8 detail sprites as the default. Try setting $LET HARDWARE_SPRITES = 0 and you'll see the difference that it makes!
I've totally disabled the palette switching code when $LET HI_RES = 1 is set. You'll need different batches of sprites for different colours if you want to re-implement that. As you hated the garish colours, you could just repaint the default grey sprites with colours that you like.
Give me a shout if you run across any problems or have any questions.
ScrambleTest.zip (Size: 9.68 MB / Downloads: 29)
RokCoder - dabbling in QB64pe for fun
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(03-31-2023, 08:12 PM)RokCoder Wrote: (03-30-2023, 07:43 PM)madscijr Wrote: (03-30-2023, 05:39 PM)RokCoder Wrote: Hardware images? Yes, that would absolutely be the way to get most performance from the game. I played around with these briefly on an earlier 3D morphing project that I made in QB64pe. It would take some fiddling around but probably not all that much. Most of the game would just work as-is almost I would imagine. Can you blit a portion of a sprite sheet to the screen with hardware images? If so then it'll be fine. The only area that would need a little extra work would be the background strips. These are created on the fly and cached but you could still create them on the fly to a temporary software handle and then copy them over to hardware images. I doubt I'll have time to look into this tonight but maybe tomorrow evening or over the weekend. Let me know if you get it sorted in the meantime though!
Yes, you can absolutely copy a portion of the sprite sheet to the screen.
I haven't touched the hardware image code in a year, and I wasn't that comfortable with it to begin with.
Also I'm not too familiar with how your game draws graphics (the palette stuff is particularly alien to me), so I probably will leave it to you.
But I look forward to seeing the results whenever you get around to it - it should speed things up considerably.
From what I recall, if you wanted to display a given tile in more than one color, with hw images, you can't do stuff like change the palette on the fly. Instead, you would create a tilesheet for each color (or a giant multi-tilesheet tilesheet) and then locate the tile in the given color and copy it over.
(DISCLAIMER: my grasp on this stuff is shaky at best, if you have questions Steve or the other folks here should be able to help.)
I'm not sure about the background, I think you would just pre-render copies ahead of time of whatever images, in whatever colors you will need, and then in the game, copy the given background in the right color, and then copy the tiles over that? I'm really not sure, but the guys here can definitely help with that.
Happy hunting!
Well, there were a handful of caveats to dance around but it's up and running with hardware sprites now. I've set your x8 detail sprites as the default. Try setting $LET HARDWARE_SPRITES = 0 and you'll see the difference that it makes!
I've totally disabled the palette switching code when $LET HI_RES = 1 is set. You'll need different batches of sprites for different colours if you want to re-implement that. As you hated the garish colours, you could just repaint the default grey sprites with colours that you like.
Give me a shout if you run across any problems or have any questions.
Fantastic! I'm away from the PC but look forward to trying this out over the weekend!
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