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 Post subject: bltPlayer & bltPlayerTop
PostPosted: Sat Sep 23, 2006 3:49 pm 
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Joined: Mon May 29, 2006 1:00 pm
Posts: 2538
Location: Sweden
Google Talk: johansson_tk@hotmail.com
Im in need of some help, I can't seem to get a thing working. You see, when my player walks to the very top of the map, halv of him dissapears, I believe many have had the same problem. And the same goes when he walks to the very left, but only certain equipment dissapears then.

bltPlayer
Code:
Sub BltPlayer(ByVal Index As Long)
Dim Anim As Byte
Dim X As Long, Y As Long
Dim AttackSpeed As Long

    If GetPlayerWeaponSlot(Index) > 0 Then
        AttackSpeed = Item(GetPlayerInvItemNum(Index, GetPlayerWeaponSlot(Index))).AttackSpeed
    Else
        AttackSpeed = 1000
    End If

   ' Only used if ever want to switch to blt rather then bltfast
   With rec_pos
       .top = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset
       .Bottom = .top + PIC_Y
       .Left = GetPlayerX(Index) * PIC_X + Player(Index).XOffset
       .Right = .Left + PIC_X
   End With

   ' Check for animation
    If Player(Index).Attacking = 0 Then
       Select Case GetPlayerDir(Index)
           Case DIR_UP
               If (Player(Index).YOffset < PIC_Y / 1) Then
                    Anim = 1
               End If
               If (Player(Index).YOffset < PIC_Y / 2) Then
                    Anim = 2
               End If
               If (Player(Index).YOffset < PIC_Y / 8) Then
                    Anim = 0
               End If
           Case DIR_DOWN
               If (Player(Index).YOffset > (PIC_Y / 1) * -1) Then
                    Anim = 1
               End If
               If (Player(Index).YOffset > (PIC_Y / 2) * -1) Then
                    Anim = 2
               End If
               If (Player(Index).YOffset > (PIC_Y / 8) * -1) Then
                    Anim = 0
               End If
           Case DIR_LEFT
               If (Player(Index).XOffset < PIC_Y / 1) Then
                    Anim = 1
               End If
               If (Player(Index).XOffset < PIC_Y / 2) Then
                    Anim = 0
               End If
           Case DIR_RIGHT
               If (Player(Index).XOffset < PIC_Y / 2 * -1) Then
                    Anim = 1
               End If
       End Select
   Else
       If Player(Index).AttackTimer + AttackSpeed > GetTickCount Then
           Anim = 3
       End If
   End If
   ' Check to see if we want to stop making him attack
   If Player(Index).AttackTimer + AttackSpeed < GetTickCount Then
       Player(Index).Attacking = 0
       Player(Index).AttackTimer = 0
   End If
   
   rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
   rec.Right = rec.Left + PIC_X
   
   X = GetPlayerX(Index) * PIC_X + Player(Index).XOffset
   Y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - 4
   
' Check if its out of bounds because of the offset
    If Y < 0 Then
        Y = 0
        With rec
            .top = .top + (Y * -1)
        End With
    End If
   
    If GetPlayerDir(Index) = DIR_DOWN Then
        If Player(Index).Wing > 0 Then
            If GetPlayerAccess(Index) < 1 Then
                rec.top = 170 * PIC_Y + 32
            ElseIf GetPlayerAccess(Index) > 0 Then
                rec.top = 172 * PIC_Y + 32
            End If
            rec.Bottom = rec.top + PIC_Y
            rec.Left = (GetPlayerDir(Index) * 4 + Anim) * 64
            rec.Right = rec.Left + PIC_X + 32
            Call DD_BackBuffer.BltFast(X - 16, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
        If Player(Index).Cape > 0 Then
           rec.top = Item(Player(Index).Cape).Pic * PIC_Y + 32
           rec.Bottom = rec.top + PIC_Y
            rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
    End If
   
   If GetPlayerDir(Index) = DIR_UP Then
       If Player(Index).Shield > 0 Then
           rec.top = Item(Player(Index).Shield).Pic * PIC_Y + 32
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
       'If Item(Player(Index).Weapon).Pic <= 19 Then ' Sword
       If Player(Index).Weapon > 0 Then
           rec.top = Item(Player(Index).Weapon).Pic * PIC_Y + 32
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * 64
           rec.Right = rec.Left + PIC_X + 32
           Call DD_BackBuffer.BltFast(X - 16, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
   End If
   If GetPlayerDir(Index) = DIR_LEFT Then
       If Player(Index).Weapon > 0 Then
           rec.top = Item(Player(Index).Weapon).Pic * PIC_Y + 32
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * 64
           rec.Right = rec.Left + PIC_X + 32
           Call DD_BackBuffer.BltFast(X - 16, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
    End If
    If GetPlayerDir(Index) = DIR_RIGHT Then
       If Player(Index).Shield > 0 Then
           rec.top = Item(Player(Index).Shield).Pic * PIC_Y + 32
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
    End If
   
   rec.top = GetPlayerSprite(Index) * PIC_Y
   rec.Bottom = rec.top + PIC_Y + 32
   rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
   rec.Right = rec.Left + PIC_X
       
   'Call DD_BackBuffer.BltFast(X, Y - 32, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   '''
       With rec
        .top = GetPlayerSprite(Index) * PIC_Y + 32
        .Bottom = .top + PIC_Y
        .Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
        .Right = .Left + PIC_X
    End With
   
    'X = GetPlayerX(Index) * PIC_X + Player(Index).XOffset
    'Y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset ' - 4
   
    ' Check if its out of bounds because of the offset
    'If Y < 0 Then
    '    Y = 0
    '    With rec
    '        .top = .top + (Y * -1)
    '    End With
    'End If
   
            rec.top = (GetPlayerBody(Index) * 2) * PIC_Y + 32
            rec.Bottom = rec.top + PIC_Y
            Call DD_BackBuffer.BltFast(X, Y, DD_BodySurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   
    If GetPlayerDir(Index) = DIR_LEFT Or GetPlayerDir(Index) = DIR_RIGHT Then
        If Player(Index).Cape > 0 Then
           rec.top = Item(Player(Index).Cape).Pic * PIC_Y + 32
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
        If Player(Index).Wing > 0 Then
            If GetPlayerAccess(Index) < 1 Then
                rec.top = 170 * PIC_Y + 32
            ElseIf GetPlayerAccess(Index) > 0 Then
                rec.top = 172 * PIC_Y + 32
            End If
            rec.Bottom = rec.top + PIC_Y
            rec.Left = (GetPlayerDir(Index) * 4 + Anim) * 64
            rec.Right = rec.Left + PIC_X + 32
            Call DD_BackBuffer.BltFast(X - 16, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
    End If
   
   If Player(Index).Armor > 0 Then
           rec.top = Item(Player(Index).Armor).Pic * PIC_Y + 32
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   End If
   'ElseIf Player(Index).Armor <= 0 Then
   '         rec.top = (GetPlayerBody(Index) * 2) * PIC_Y
   '         rec.Bottom = rec.top + PIC_Y + 32
   '         Call DD_BackBuffer.BltFast(X, Y - 32, DD_BodySurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   'End If
   
   If GetPlayerDir(Index) = DIR_LEFT Then
       If Player(Index).Shield > 0 Then
           rec.top = Item(Player(Index).Shield).Pic * PIC_Y + 32
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
   End If
   
   If GetPlayerDir(Index) = DIR_RIGHT Then
       If Player(Index).Weapon > 0 Then
           rec.top = Item(Player(Index).Weapon).Pic * PIC_Y + 32
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * 64
           rec.Right = rec.Left + PIC_X + 32
           Call DD_BackBuffer.BltFast(X - 16, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
   End If
   
   If GetPlayerDir(Index) = DIR_DOWN Then
       If Player(Index).Weapon > 0 Then
           rec.top = Item(Player(Index).Weapon).Pic * PIC_Y + 32
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * 64
           rec.Right = rec.Left + PIC_X + 32
           Call DD_BackBuffer.BltFast(X - 16, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
       If Player(Index).Shield > 0 Then
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
           rec.Right = rec.Left + PIC_X
           rec.top = Item(Player(Index).Shield).Pic * PIC_Y + 32
           rec.Bottom = rec.top + PIC_Y
           Call DD_BackBuffer.BltFast(X, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
   End If
   
    If GetPlayerDir(Index) = DIR_UP Then
        If Player(Index).Cape > 0 Then
           rec.top = Item(Player(Index).Cape).Pic * PIC_Y + 32
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
        If Player(Index).Wing > 0 Then
            If GetPlayerAccess(Index) < 1 Then
                rec.top = 170 * PIC_Y + 32
            ElseIf GetPlayerAccess(Index) > 0 Then
                rec.top = 172 * PIC_Y + 32
            End If
            rec.Bottom = rec.top + PIC_Y
            rec.Left = (GetPlayerDir(Index) * 4 + Anim) * 64
            rec.Right = rec.Left + PIC_X + 32
            Call DD_BackBuffer.BltFast(X - 16, Y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
    End If
End Sub


bltPlayerTop
Code:
Public Sub BltPlayerTop(ByVal Index As Long)
Dim Anim As Byte
Dim X As Long, Y As Long
Dim AttackSpeed As Long

    If GetPlayerWeaponSlot(Index) > 0 Then
        AttackSpeed = Item(GetPlayerInvItemNum(Index, GetPlayerWeaponSlot(Index))).AttackSpeed
    Else
        AttackSpeed = 1000
    End If

   ' Only used if ever want to switch to blt rather then bltfast
   With rec_pos
       .top = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset
       .Bottom = .top + PIC_Y
       .Left = GetPlayerX(Index) * PIC_X + Player(Index).XOffset
       .Right = .Left + PIC_X
   End With

   ' Check for animation
    If Player(Index).Attacking = 0 Then
       Select Case GetPlayerDir(Index)
           Case DIR_UP
               If (Player(Index).YOffset < PIC_Y / 1) Then
                    Anim = 1
               End If
               If (Player(Index).YOffset < PIC_Y / 2) Then
                    Anim = 2
               End If
               If (Player(Index).YOffset < PIC_Y / 8) Then
                    Anim = 0
               End If
           Case DIR_DOWN
               If (Player(Index).YOffset > (PIC_Y / 1) * -1) Then
                    Anim = 1
               End If
               If (Player(Index).YOffset > (PIC_Y / 2) * -1) Then
                    Anim = 2
               End If
               If (Player(Index).YOffset > (PIC_Y / 8) * -1) Then
                    Anim = 0
               End If
           Case DIR_LEFT
               If (Player(Index).XOffset < PIC_Y / 1) Then
                    Anim = 1
               End If
               If (Player(Index).XOffset < PIC_Y / 2) Then
                    Anim = 0
               End If
           Case DIR_RIGHT
               If (Player(Index).XOffset < PIC_Y / 2 * -1) Then
                    Anim = 1
               End If
       End Select
   Else
       If Player(Index).AttackTimer + AttackSpeed > GetTickCount Then
           Anim = 3
       End If
   End If
   ' Check to see if we want to stop making him attack
   If Player(Index).AttackTimer + AttackSpeed < GetTickCount Then
       Player(Index).Attacking = 0
       Player(Index).AttackTimer = 0
   End If
   
   rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
   rec.Right = rec.Left + PIC_X
   
   X = GetPlayerX(Index) * PIC_X + Player(Index).XOffset
   Y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - 4
   
   ' Check if its out of bounds because of the offset
    If Y < 0 Then
        Y = 0
        With rec
            .top = .top + (Y * -1)
        End With
    End If
   
    If GetPlayerDir(Index) = DIR_DOWN Then
        If Player(Index).Wing > 0 Then
            If GetPlayerAccess(Index) < 1 Then
                rec.top = 170 * PIC_Y
            ElseIf GetPlayerAccess(Index) > 0 Then
                rec.top = 172 * PIC_Y
            End If
            rec.Bottom = rec.top + PIC_Y
            rec.Left = (GetPlayerDir(Index) * 4 + Anim) * 64
            rec.Right = rec.Left + PIC_X + 32
            Call DD_BackBuffer.BltFast(X - 16, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
        If Player(Index).Cape > 0 Then
           rec.top = Item(Player(Index).Cape).Pic * PIC_Y
           rec.Bottom = rec.top + PIC_Y
            rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
    End If
   
   If GetPlayerDir(Index) = DIR_UP Then
       If Player(Index).Shield > 0 Then
           rec.top = Item(Player(Index).Shield).Pic * PIC_Y
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
       'If Item(Player(Index).Weapon).Pic <= 19 Then ' Sword
       If Player(Index).Weapon > 0 Then
           rec.top = Item(Player(Index).Weapon).Pic * PIC_Y
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * 64
           rec.Right = rec.Left + PIC_X + 32
           Call DD_BackBuffer.BltFast(X - 16, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
   End If
   If GetPlayerDir(Index) = DIR_LEFT Then
       If Player(Index).Weapon > 0 Then
           rec.top = Item(Player(Index).Weapon).Pic * PIC_Y
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * 64
           rec.Right = rec.Left + PIC_X + 32
           Call DD_BackBuffer.BltFast(X - 16, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
    End If
    If GetPlayerDir(Index) = DIR_RIGHT Then
       If Player(Index).Shield > 0 Then
           rec.top = Item(Player(Index).Shield).Pic * PIC_Y
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
    End If
   
   rec.top = GetPlayerSprite(Index) * PIC_Y
   rec.Bottom = rec.top + PIC_Y + 32
   rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
   rec.Right = rec.Left + PIC_X
       
   'Call DD_BackBuffer.BltFast(X, Y - 32, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   '''
       With rec
        .top = GetPlayerSprite(Index) * PIC_Y + 32
        .Bottom = .top + PIC_Y
        .Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
        .Right = .Left + PIC_X
    End With
   
    'X = GetPlayerX(Index) * PIC_X + Player(Index).XOffset
    'Y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - 4
   
    ' Check if its out of bounds because of the offset
    'If Y < 0 Then
    '    Y = 0
    '    With rec
    '        .top = .top + (Y * -1)
    '    End With
    'End If
   
            rec.top = (GetPlayerBody(Index) * 2) * PIC_Y
            rec.Bottom = rec.top + PIC_Y
            Call DD_BackBuffer.BltFast(X, Y - 32, DD_BodySurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   
    If GetPlayerDir(Index) = DIR_LEFT Or GetPlayerDir(Index) = DIR_RIGHT Then
        If Player(Index).Cape > 0 Then
           rec.top = Item(Player(Index).Cape).Pic * PIC_Y
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
        If Player(Index).Wing > 0 Then
            If GetPlayerAccess(Index) < 1 Then
                rec.top = 170 * PIC_Y
            ElseIf GetPlayerAccess(Index) > 0 Then
                rec.top = 172 * PIC_Y
            End If
            rec.Bottom = rec.top + PIC_Y
            rec.Left = (GetPlayerDir(Index) * 4 + Anim) * 64
            rec.Right = rec.Left + PIC_X + 32
            Call DD_BackBuffer.BltFast(X - 16, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
    End If
   
   If Player(Index).Armor > 0 Then
           rec.top = Item(Player(Index).Armor).Pic * PIC_Y
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   End If
   'ElseIf Player(Index).Armor <= 0 Then
   '         rec.top = (GetPlayerBody(Index) * 2) * PIC_Y
   '         rec.Bottom = rec.top + PIC_Y + 32
   '         Call DD_BackBuffer.BltFast(X, Y - 32, DD_BodySurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   'End If

   If Player(Index).Helmet > 0 Then
           rec.top = Item(Player(Index).Helmet).Pic * PIC_Y
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y - 37, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   ElseIf Player(Index).Helmet <= 0 Then
            rec.top = GetPlayerHair(Index) * (PIC_Y) + 32
            rec.Bottom = rec.top + PIC_Y
            rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
            Call DD_BackBuffer.BltFast(X, Y - 37, DD_HairSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   End If
   
   If GetPlayerDir(Index) = DIR_LEFT Then
       If Player(Index).Shield > 0 Then
           rec.top = Item(Player(Index).Shield).Pic * PIC_Y
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
   End If
   
   If GetPlayerDir(Index) = DIR_RIGHT Then
       If Player(Index).Weapon > 0 Then
           rec.top = Item(Player(Index).Weapon).Pic * PIC_Y
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * 64
           rec.Right = rec.Left + PIC_X + 32
           Call DD_BackBuffer.BltFast(X - 16, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
   End If
   
   If GetPlayerDir(Index) = DIR_DOWN Then
       If Player(Index).Weapon > 0 Then
           rec.top = Item(Player(Index).Weapon).Pic * PIC_Y
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * 64
           rec.Right = rec.Left + PIC_X + 32
           Call DD_BackBuffer.BltFast(X - 16, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
       If Player(Index).Shield > 0 Then
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
           rec.Right = rec.Left + PIC_X
           rec.top = Item(Player(Index).Shield).Pic * PIC_Y
           rec.Bottom = rec.top + PIC_Y
           Call DD_BackBuffer.BltFast(X, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
       End If
   End If
   
    If GetPlayerDir(Index) = DIR_UP Then
        If Player(Index).Cape > 0 Then
           rec.top = Item(Player(Index).Cape).Pic * PIC_Y
           rec.Bottom = rec.top + PIC_Y
           rec.Left = (GetPlayerDir(Index) * 4 + Anim) * PIC_X
            rec.Right = rec.Left + PIC_X
           Call DD_BackBuffer.BltFast(X, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
        If Player(Index).Wing > 0 Then
            If GetPlayerAccess(Index) < 1 Then
                rec.top = 170 * PIC_Y
            ElseIf GetPlayerAccess(Index) > 0 Then
                rec.top = 172 * PIC_Y
            End If
            rec.Bottom = rec.top + PIC_Y
            rec.Left = (GetPlayerDir(Index) * 4 + Anim) * 64
            rec.Right = rec.Left + PIC_X + 32
            Call DD_BackBuffer.BltFast(X - 16, Y - 32, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
    End If
End Sub


I hope you can help me out :)

By the way, im like 100% sure it has to do with this:
Code:
' Check if its out of bounds because of the offset
    If Y < 0 Then
        Y = 0
        With rec
            .top = .top + (Y * -1)
        End With
    End If

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PostPosted: Sat Sep 23, 2006 4:34 pm 
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ugh I hate how ms has that bug in it, though with ms it isnt a bug since it never gets called, when people add 32x64 it turns into a bug

Code:
' Check if its out of bounds because of the offset
    If Y < 0 Then
        Y = 0
        With rec
            .top = .top + (Y * -1)
        End With
    End If


you set y to 0. So the next line is just setting .top to .top because 0*-1 is 0. FUCKIN ZERO....GAHHHHH. (it angers me :P)

so put the y after the with...

There might be other problems, but start with that :)


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PostPosted: Sat Sep 23, 2006 4:47 pm 
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I made an old tutorial for Elysium on how to fix that "bug" you get when you get near the top. It's what you are looking for, but you'll have to extract the information you need from it.

http://www.splamm.com/elysium/forums/vi ... .php?t=704

Yeah, the subs that I coded for Elysium work all the time when your player goes above the screen for any size. I'm not sure about the sides when it is greater than 32, though.

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PostPosted: Sat Sep 23, 2006 4:52 pm 
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@Misunderstood: It didn't do any difference, here is what it looks like:
Image

And here is the new code:
Code:
    If Y < 0 Then
        With rec
            .top = .top + (Y * -1)
        End With
        Y = 0
    End If


@Pingu: So your saying that I should use this:
Code:
    x = GetPlayerX(Index) * PIC_X + sx + Player(Index).XOffset
    y = GetPlayerY(Index) * PIC_Y - PIC_Y + sx + Player(Index).YOffset
   
    If y < 0 Then
        y = 0
        If GetPlayerDir(Index) = DIR_DOWN And Player(Index).Moving > 0 Then
            rec.Top = rec.Top - Player(Index).YOffset
        Else
            rec.Top = rec.Top - Player(Index).YOffset + PIC_Y
        End If
    End If

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PostPosted: Sat Sep 23, 2006 5:07 pm 
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William wrote:
@Pingu: So your saying that I should use this:
Code:
    x = GetPlayerX(Index) * PIC_X + sx + Player(Index).XOffset
    y = GetPlayerY(Index) * PIC_Y - PIC_Y + sx + Player(Index).YOffset
   
    If y < 0 Then
        y = 0
        If GetPlayerDir(Index) = DIR_DOWN And Player(Index).Moving > 0 Then
            rec.Top = rec.Top - Player(Index).YOffset
        Else
            rec.Top = rec.Top - Player(Index).YOffset + PIC_Y
        End If
    End If


Trying wouldn't hurt. Just do it for the sprite only first and then make it work with the items later. I'm assuming you have scrolling going and it uses the same variables to work.

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PostPosted: Sat Sep 23, 2006 5:16 pm 
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I dont really have scrolling atm, well I have it, but I just grabbed some wierd tut and it has a bug.. Since I cant find a bug free =/

Well anyhow.. let me test it now... hmm, works pretty well. Thank you. Now I check the x too, might work fine :)

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PostPosted: Sat Sep 23, 2006 6:09 pm 
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my 32x64 tut for MS works :P


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PostPosted: Sat Sep 23, 2006 8:43 pm 
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Misunderstood wrote:
my 32x64 tut for MS works :P


Well, my works to now :) So mission Closed. Thanks guys

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PostPosted: Sat Sep 23, 2006 11:59 pm 
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I have 64X64 npc on my game and I had the same problem. I solved it on a much easiest way. Instead of bliting top and bottom, why just blit on the right order? That's my code(you dont need to change anything on your BltNpc sub):
Code:
            For Y = 0 To MAX_MAPY
                For i = 1 To MAX_MAP_NPCS
                    If MapNpc(i).Y = Y Then
                        Call BltNpc(i)
                    End If
                Next i
            Next Y


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PostPosted: Sun Sep 24, 2006 12:39 am 
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I don't get what your saying DM, and if I do, it wont work :) and your way is slow, looping through so many extra times. It just seems like a waste to me.


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PostPosted: Sun Sep 24, 2006 12:40 am 
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Because, if the player is big enough, his head will be under the npc.


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PostPosted: Sun Sep 24, 2006 12:47 am 
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Yeah, blitting the head needs to be in it's own loop because otherwise people could walk on top of other's heads.

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PostPosted: Sun Sep 24, 2006 1:25 am 
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Misunderstood wrote:
I don't get what your saying DM, and if I do, it wont work :) and your way is slow, looping through so many extra times. It just seems like a waste to me.

It works and works perfectly. Sure it does loop a few times but its not slow at all, player dont notice it doesn't slowed my fps even 1 point... I'm already using it on my game for a while.


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PostPosted: Sat Feb 04, 2023 7:20 am 
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