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bon voila la police de caractère de bomberman pas mal remaniée:
char alpha[][2][8] = { {{0x3C,0x7E,0xFF,0xFF,0xFF,0xFF,0xE7,0x42}, {0x3C,0x42,0x99,0x99,0x81,0x99,0xA5,0x42}}, {{0x7C,0xFE,0xFF,0xFE,0xFF,0xFF,0xFE,0x7C}, {0x7C,0x82,0x99,0x82,0x99,0x99,0x82,0x7C}}, {{0x3E,0x7F,0xFF,0xF8,0xF8,0xFF,0x7F,0x3E}, {0x3E,0x41,0x87,0x88,0x88,0x87,0x41,0x3E}}, {{0x7C,0xFE,0xFF,0xFF,0xFF,0xFF,0xFE,0x7C}, {0x7C,0x82,0x91,0x99,0x99,0x91,0x82,0x7C}}, {{0x7E,0xFF,0xFE,0xFF,0xFE,0xFE,0xFF,0x7E}, {0x7E,0x81,0x9E,0x80,0x9E,0x9E,0x81,0x7E}}, {{0x7E,0xFF,0xFE,0xFF,0xFE,0xF0,0xF0,0x60}, {0x7E,0x81,0x9E,0x81,0x9E,0x90,0x90,0x60}}, {{0x3C,0x7E,0xFF,0xFE,0xFF,0xFF,0x7E,0x3C}, {0x3C,0x42,0x9F,0x9E,0x99,0x99,0x42,0x3C}}, {{0x42,0xE7,0xE7,0xFF,0xFF,0xFF,0xE7,0x42}, {0x42,0xA5,0xA5,0x99,0x81,0x99,0xA5,0x42}}, {{0x3C,0x7E,0x3C,0x3C,0x3C,0x3C,0x7E,0x3C}, {0x3C,0x42,0x24,0x24,0x24,0x24,0x42,0x3C}}, {{0x7E,0xFF,0x7F,0x7,0x27,0x7F,0x7E,0x3C}, {0x7E,0x81,0x79,0x5,0x25,0x59,0x42,0x3C}}, {{0x60,0xF0,0xF0,0xF0,0xF0,0xFE,0xFF,0x7E}, {0x60,0x90,0x90,0x90,0x90,0x9E,0x81,0x7E}}, {{0x66,0xFF,0xFF,0xFF,0xFF,0xE7,0xE7,0x42}, {0x66,0x99,0x81,0xA5,0xBD,0xA5,0xA5,0x42}}, {{0x66,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0x66}, {0x66,0x99,0x89,0x81,0x91,0x99,0x99,0x66}}, {{0x3C,0x7E,0xFF,0xFF,0xFF,0xFF,0x7E,0x3C}, {0x3C,0x42,0x99,0x99,0x99,0x99,0x42,0x3C}}, {{0x7C,0xFE,0xFF,0xFF,0xFE,0xFC,0xF0,0x60}, {0x7C,0x82,0x99,0x99,0x82,0x9C,0x90,0x60}}, {{0x3C,0x7E,0xFF,0xFF,0xFF,0xFF,0x7E,0x3B}, {0x3C,0x42,0x99,0x99,0x99,0x9D,0x4E,0x3B}}, {{0x7C,0xFE,0xFF,0xFF,0xFE,0xFF,0xFF,0x66}, {0x7C,0x82,0x99,0x99,0x82,0x81,0x99,0x66}}, {{0x3C,0x7E,0xFC,0x7E,0x7F,0xFF,0x7E,0x3C}, {0x3C,0x42,0x9C,0x42,0x79,0x99,0x42,0x3C}}, {{0x7E,0xFF,0x7E,0x3C,0x3C,0x3C,0x3C,0x18}, {0x7E,0x81,0x66,0x24,0x24,0x24,0x24,0x18}}, {{0x66,0xFF,0xFF,0xFF,0xFF,0xFF,0x7E,0x3C}, {0x66,0x99,0x99,0x99,0x99,0x99,0x42,0x3C}}, {{0x66,0xFF,0xFF,0xFF,0xFF,0x7E,0x3C,0x18}, {0x66,0x99,0x99,0x99,0x99,0x42,0x24,0x18}}, {{0x62,0xF7,0xFF,0xFF,0xFF,0xFF,0x7E,0x34}, {0x62,0x95,0x9D,0x95,0x95,0x81,0x4A,0x34}}, {{0x66,0xFF,0xFF,0x7E,0x3C,0x3C,0x3C,0x18}, {0x66,0x99,0x99,0x42,0x24,0x24,0x24,0x18}}, {{0x7E,0xFF,0x7F,0x3E,0x7C,0xFE,0xFF,0x7E}, {0x7E,0x81,0x79,0x22,0x44,0x9E,0x81,0x7E}}, {{0x3C,0x7E,0xFF,0xFF,0xFF,0xFF,0x7E,0x3C}, {0x3C,0x42,0x99,0x99,0x99,0x99,0x42,0x3C}}, {{0x18,0x3C,0x7C,0x3C,0x3C,0x3C,0x7E,0x3C}, {0x18,0x24,0x44,0x24,0x24,0x24,0x42,0x3C}}, {{0x3C,0x7E,0xFF,0x7F,0x3A,0x7E,0xFF,0x7E}, {0x3C,0x42,0x99,0x79,0x32,0x4E,0x81,0x7E}}, {{0x3C,0x7E,0xFF,0x7E,0x7F,0xFF,0x7E,0x3C}, {0x3C,0x42,0x99,0x62,0x79,0x99,0x42,0x3C}}, {{0x1C,0x3E,0x7E,0xFE,0xFE,0xFF,0x7E,0xC}, {0x1C,0x22,0x42,0x92,0xB2,0x81,0x72,0xC}}, {{0x7E,0xFF,0xFE,0xFE,0x7F,0xFF,0x7E,0x3C}, {0x7E,0x81,0x9E,0x82,0x79,0x99,0x42,0x3C}}, {{0x3C,0x7E,0xFC,0xFE,0xFF,0xFF,0x7E,0x3C}, {0x3C,0x42,0x9C,0x82,0x99,0x99,0x42,0x3C}}, {{0x7E,0xFF,0x7F,0x1E,0x3C,0x3C,0x3C,0x18}, {0x7E,0x81,0x79,0x12,0x24,0x24,0x24,0x18}}, {{0x3C,0x7E,0xFF,0x7E,0xFF,0xFF,0x7E,0x3C}, {0x3C,0x42,0x99,0x42,0x99,0x99,0x42,0x3C}}, {{0x3C,0x7E,0xFF,0xFF,0x7F,0x3F,0x7E,0x3C}, {0x3C,0x42,0x99,0x99,0x41,0x39,0x42,0x3C}}, {{0x18,0x3C,0x3C,0x18,0x18,0x3C,0x3C,0x18}, {0x18,0x24,0x24,0x18,0x18,0x24,0x24,0x18}}, {{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}}}; int convert_Char(char c) { if(c=='A') c=0; if(c=='B') c=1; if(c=='C') c=2; if(c=='D') c=3; if(c=='E') c=4; if(c=='F') c=5; if(c=='G') c=6; if(c=='H') c=7; if(c=='I') c=8; if(c=='J') c=9; //pas de K if(c=='L') c=10; if(c=='M') c=11; if(c=='N') c=12; if(c=='O') c=13; if(c=='P') c=14; if(c=='Q') c=15; if(c=='R') c=16; if(c=='S') c=17; if(c=='T') c=18; if(c=='U') c=19; if(c=='V') c=20; if(c=='W') c=21; //pas de X if(c=='Y') c=22; if(c=='Z') c=23; if(c==':') c=34; if(c==' ') c=35; return(c); } void drawChar(int x,int y,int c) { y+=1; c=convert_Char(c); x=decx+8*x+0-8; y=8*y+0-8+decy; asm { mov ax,0x1A20 mov es,ax mov bx,x mov si,y shl si,4 mov cl,bl shr bl,3 and cl,7 add si,bx mov ch,0 } debut: asm { mov di,offset alpha xor dx,dx mov ax,c shl ax,4 mov dl,ch add di,ax add di,dx xor ax,ax mov dl,ds:[di] add di,8 mov al,ds:[di] shl dx,cl or es:[si],dx add si,0x800 shl ax,cl or es:[si],ax sub si,0x800 sub si,16 inc ch cmp ch,8 jb debut } } void drawNumber(int x,int y,int c) { y+=1; c=trns(24+c); x=decx+8*x+0-8; y=8*y+0-8+decy; asm { mov ax,0x1A20 mov es,ax mov bx,x mov si,y shl si,4 mov cl,bl shr bl,3 and cl,7 add si,bx mov ch,0 } debut: asm { mov di,offset alpha xor dx,dx mov ax,c shl ax,4 mov dl,ch add di,ax add di,dx xor ax,ax mov dl,ds:[di] add di,8 mov al,ds:[di] shl dx,cl or es:[si],dx add si,0x800 shl ax,cl or es:[si],ax sub si,0x800 sub si,16 inc ch cmp ch,8 jb debut } } /*On peut … pr‚sent ‚crire avec des espaces*/ void put_text(int m,int n,char st[]) {for(i=0;st[i]!=' ';i++) drawChar(m-i,n,st[i]);}
mais les routines merdent encore un peu je vais le refaire
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merci mé bon c pa trp le genre de police ke je recherche. Moi c pluto dé police plu petite ke la police dos.
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int convert_Char(char c)
{
if(c=='A') c=0;
if(c=='B') c=1;
if(c=='C') c=2;
if(c=='D') c=3;
if(c=='E') c=4;
if(c=='F') c=5;
if(c=='G') c=6;
if(c=='H') c=7;
if(c=='I') c=8;
if(c=='J') c=9;
//pas de K
if(c=='L') c=10;
if(c=='M') c=11;
if(c=='N') c=12;
if(c=='O') c=13;
if(c=='P') c=14;
if(c=='Q') c=15;
if(c=='R') c=16;
if(c=='S') c=17;
if(c=='T') c=18;
if(c=='U') c=19;
if(c=='V') c=20;
if(c=='W') c=21;
//pas de X
if(c=='Y') c=22;
if(c=='Z') c=23;
if(c==':') c=34;
if(c==' ') c=35;
return(c);
}
8O 8O 8O
Ct po plus simple de faire :
If ((c>=A)&&(c<=Z)) c-='a';
Nan?
Et rajoute le K et le X, quand tu en aura besoin ou bobd, tu sera bien fichu !!
Sinon, tu as bien suivi les recommandations !
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bon voici la police remainée, corrigée, et surtout optimisée (notez que les routines marchent):
/* * Les sprites de la police de caractere utilisee par BomberMan * SVP ne PAS utiliser sans mon accord * * CopyRight (c) Wahb Ettoumi 2002-2003 * Tous droits reserves */ char alpha[][2][8] = { {{0x3C,0x7E,0xFF,0xFF,0xFF,0xFF,0xE7,0x42}, //A {0x3C,0x42,0x99,0x99,0x81,0x99,0xA5,0x42}}, {{0x7C,0xFE,0xFF,0xFE,0xFF,0xFF,0xFE,0x7C}, //B {0x7C,0x82,0x99,0x82,0x99,0x99,0x82,0x7C}}, {{0x3E,0x7F,0xFF,0xF8,0xF8,0xFF,0x7F,0x3E}, //C {0x3E,0x41,0x87,0x88,0x88,0x87,0x41,0x3E}}, {{0x7C,0xFE,0xFF,0xFF,0xFF,0xFF,0xFE,0x7C}, //D {0x7C,0x82,0x91,0x99,0x99,0x91,0x82,0x7C}}, {{0x7E,0xFF,0xFE,0xFF,0xFE,0xFE,0xFF,0x7E}, //E {0x7E,0x81,0x9E,0x80,0x9E,0x9E,0x81,0x7E}}, {{0x7E,0xFF,0xFE,0xFF,0xFE,0xF0,0xF0,0x60}, //F {0x7E,0x81,0x9E,0x81,0x9E,0x90,0x90,0x60}}, {{0x3C,0x7E,0xFF,0xFE,0xFF,0xFF,0x7E,0x3C}, //G {0x3C,0x42,0x9F,0x9E,0x99,0x99,0x42,0x3C}}, {{0x42,0xE7,0xE7,0xFF,0xFF,0xFF,0xE7,0x42}, //H {0x42,0xA5,0xA5,0x99,0x81,0x99,0xA5,0x42}}, {{0x3C,0x7E,0x3C,0x3C,0x3C,0x3C,0x7E,0x3C}, //I {0x3C,0x42,0x24,0x24,0x24,0x24,0x42,0x3C}}, {{0x7E,0xFF,0x7F,0x7,0x27,0x7F,0x7E,0x3C}, //J {0x7E,0x81,0x79,0x5,0x25,0x59,0x42,0x3C}}, {{0x60,0xF0,0xF0,0xF0,0xF0,0xFE,0xFF,0x7E}, //L {0x60,0x90,0x90,0x90,0x90,0x9E,0x81,0x7E}}, {{0x66,0xFF,0xFF,0xFF,0xFF,0xE7,0xE7,0x42}, //M {0x66,0x99,0x81,0xA5,0xBD,0xA5,0xA5,0x42}}, {{0x66,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0x66}, //N {0x66,0x99,0x89,0x81,0x91,0x99,0x99,0x66}}, {{0x3C,0x7E,0xFF,0xFF,0xFF,0xFF,0x7E,0x3C}, //O {0x3C,0x42,0x99,0x99,0x99,0x99,0x42,0x3C}}, {{0x7C,0xFE,0xFF,0xFF,0xFE,0xFC,0xF0,0x60}, //P {0x7C,0x82,0x99,0x99,0x82,0x9C,0x90,0x60}}, {{0x3C,0x7E,0xFF,0xFF,0xFF,0xFF,0x7E,0x3B}, //Q {0x3C,0x42,0x99,0x99,0x99,0x9D,0x4E,0x3B}}, {{0x7C,0xFE,0xFF,0xFF,0xFE,0xFF,0xFF,0x66}, //R {0x7C,0x82,0x99,0x99,0x82,0x81,0x99,0x66}}, {{0x3C,0x7E,0xFC,0x7E,0x7F,0xFF,0x7E,0x3C}, //S {0x3C,0x42,0x9C,0x42,0x79,0x99,0x42,0x3C}}, {{0x7E,0xFF,0x7E,0x3C,0x3C,0x3C,0x3C,0x18}, //T {0x7E,0x81,0x66,0x24,0x24,0x24,0x24,0x18}}, {{0x66,0xFF,0xFF,0xFF,0xFF,0xFF,0x7E,0x3C}, //U {0x66,0x99,0x99,0x99,0x99,0x99,0x42,0x3C}}, {{0x66,0xFF,0xFF,0xFF,0xFF,0x7E,0x3C,0x18}, //V {0x66,0x99,0x99,0x99,0x99,0x42,0x24,0x18}}, {{0x62,0xF7,0xFF,0xFF,0xFF,0xFF,0x7E,0x34}, //W {0x62,0x95,0x9D,0x95,0x95,0x81,0x4A,0x34}}, {{0x66,0xFF,0xFF,0x7E,0x3C,0x3C,0x3C,0x18}, //Y {0x66,0x99,0x99,0x42,0x24,0x24,0x24,0x18}}, {{0x7E,0xFF,0x7F,0x3E,0x7C,0xFE,0xFF,0x7E}, //Z {0x7E,0x81,0x79,0x22,0x44,0x9E,0x81,0x7E}}, {{0x3C,0x7E,0xFF,0xFF,0xFF,0xFF,0x7E,0x3C}, //0 {0x3C,0x42,0x99,0x99,0x99,0x99,0x42,0x3C}}, {{0x18,0x3C,0x7C,0x3C,0x3C,0x3C,0x7E,0x3C}, //1 {0x18,0x24,0x44,0x24,0x24,0x24,0x42,0x3C}}, {{0x3C,0x7E,0xFF,0x7F,0x3A,0x7E,0xFF,0x7E}, //2 {0x3C,0x42,0x99,0x79,0x32,0x4E,0x81,0x7E}}, {{0x3C,0x7E,0xFF,0x7E,0x7F,0xFF,0x7E,0x3C}, //3 {0x3C,0x42,0x99,0x62,0x79,0x99,0x42,0x3C}}, {{0x1C,0x3E,0x7E,0xFE,0xFE,0xFF,0x7E,0xC}, //4 {0x1C,0x22,0x42,0x92,0xB2,0x81,0x72,0xC}}, {{0x7E,0xFF,0xFE,0xFE,0x7F,0xFF,0x7E,0x3C}, //5 {0x7E,0x81,0x9E,0x82,0x79,0x99,0x42,0x3C}}, {{0x3C,0x7E,0xFC,0xFE,0xFF,0xFF,0x7E,0x3C}, //6 {0x3C,0x42,0x9C,0x82,0x99,0x99,0x42,0x3C}}, {{0x7E,0xFF,0x7F,0x1E,0x3C,0x3C,0x3C,0x18}, //7 {0x7E,0x81,0x79,0x12,0x24,0x24,0x24,0x18}}, {{0x3C,0x7E,0xFF,0x7E,0xFF,0xFF,0x7E,0x3C}, //8 {0x3C,0x42,0x99,0x42,0x99,0x99,0x42,0x3C}}, {{0x3C,0x7E,0xFF,0xFF,0x7F,0x3F,0x7E,0x3C}, //9 {0x3C,0x42,0x99,0x99,0x41,0x39,0x42,0x3C}}, {{0x18,0x3C,0x3C,0x18,0x18,0x3C,0x3C,0x18}, //: {0x18,0x24,0x24,0x18,0x18,0x24,0x24,0x18}}, {{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, //EMPTY {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}}}; char trns(char i) //convertit correctement les num‚ros des sprites { int v=i; if (i>=0&&i<=7) v = i+2 ; if (i==8) v = 0 ; if (i==9) v = 1 ; if (i>=10) v = i ; return(v); } char convert_Char(char c) { if((c>='A')&&(c<'K')) c-='A' ; if((c>='L')&&(c<'X')) c-='B' ; else if(c=='Y') c-='C' ; else if(c=='Z') c-='C' ; else if(c==':') c=34 ; else if(c==' ') c=35 ; return(c); } void drawChar(int x,int y,int c) { y+=1; c=convert_Char(c); x=decx+8*x+0-8; y=8*y+0-8+decy; asm { mov ax,0x1A20 mov es,ax mov bx,x mov si,y sub si,1 shl si,4 mov cl,bl shr bl,3 and cl,7 add si,bx mov ch,0 } debut: asm { mov di,offset alpha xor dx,dx mov ax,c shl ax,4 mov dl,ch add di,ax add di,dx xor ax,ax mov dl,ds:[di] add di,8 mov al,ds:[di] shl dx,cl or es:[si],dx add si,0x800 shl ax,cl or es:[si],ax sub si,0x800 sub si,16 inc ch cmp ch,8 jb debut } } void drawNumber(int x,int y,int c) { y+=1; c=trns(24+c); x=decx+8*x+0-8; y=8*y+0-8+decy; asm { mov ax,0x1A20 mov es,ax mov bx,x mov si,y sub si,1 shl si,4 mov cl,bl shr bl,3 and cl,7 add si,bx mov ch,0 } debut: asm { mov di,offset alpha xor dx,dx mov ax,c shl ax,4 mov dl,ch add di,ax add di,dx xor ax,ax mov dl,ds:[di] add di,8 mov al,ds:[di] shl dx,cl or es:[si],dx add si,0x800 shl ax,cl or es:[si],ax sub si,0x800 sub si,16 inc ch cmp ch,8 jb debut } } void put_text(int m,int n,char st[]) {for(i=0;st[i]!=' ';i++) drawChar(m-i,n,st[i]);}
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j'adore le smiley en plein milieu !!! :ptdr:
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Ca c qd on fait 8 ) pour ne pas que le smiley s'affiche, faut séparer les 2 characteres
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Et avec MON autorisation
hehe
Ya mes routines dedans
hehe
pas fous !
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avec un:
sub si,1
en plus c t décalé et avec le calcul des pages en moins par la même occaz, g mis directo un traditionnel mov es,ax
et voila
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c pas une raison
Je demende juste un remerciement a la fin du prog pour tt les routines que vous me prenez, c pas compiké que je sache !
@+
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Je te fais copnfiance, c'est pour ça que je t'ai fait tes routines, je compte verifier pour els autres, garre a vous !!
Notez que je compte metrre sur mon site tout les progs qui sont avec mes routines, bon moyen d'avoir plus de cluics !
Donc, ceux qui le font, mailez moi, c tout, et je m'occupe de tout
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:cry: :cry: :cry:
Non mais g toujours mis les crédits des gars qui ont contribué directement ou indirectement a mes créations ...
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