Description #

Draws a tile map to the screen based off of the given matrix and picture. This routine supports up to 65535 tiles, each starting from the Pic number you specified and following to each numerically adjacent Pic # for each overflow. Let’s say your starting Pic# is 5 and you want to access tile 4324. There are 96 tiles per pic on 8x8 mode, so tile 4324 will be on pic 50. Pic data will be read from archive if need be. It’ll be slower, though. An additional feature added into the sprite routine is the ability to invert the sprite prior to displaying. To do this, add 4 to whatever you use for LOGIC. For example, to invert a sprite and use XOR display logic, use 7 since 3 + 4 = 7.

Technical Details #

Arguments #


Matrix_number: Number of matrix with map data. 0=[A], 9=[J]\
x_offset: x-offset for the part of map you want to draw.\
y_offset: y-offset for the part of map you want to draw.\
Width: width of the tilemap\
Height: height of the tilemap\
SStartX: column to start drawing. 0-12 (8x8) or 0-6 (16x16)\
SEndX: column to end drawing. 0-12 (8x8) or 0-6 (16x16)\
SStartY: row to start drawing. 0-8 (8x8) or 0-4 (16x16)\
SEndY: row to end drawing. 0-8 (8x8) or 0-4 (16x16)\
Pic#: Pic file to start looking for tiles from.\

0: Overwrite logic

1: And logic
2: Or logic
3: Xor logic

tile_size: set to 16 for 16x16 tiles. Otherwise, it’s 8x8.
Update_LCD: Does not update the screen if 0, otherwise it does.
The SStartX, SEndX, SStartY, and SEndY allow you to draw a “windowed” map so you can fit things on the side, like a HUD or something. Drawing will also be accelerated for smaller maps. For example, if you wanted to draw an 8x8 tilesized map with a 1 tile blank border on all sides:

SStartX: 1
SEndX: 11
SStartY: 1
SEndY: 7

Outputs #

See description.