no what you should do is this:
& is a bitwise AND
420 AND 1 = 1
69 AND 0 = 0
0 AND 0 = 0
so
if you AND x with 1 you get x
if you AND x with 6 you get 9
& ANDs corresponding bits in two bytes
putting the result bit in the corresponding bit
of the result byte
%11000000
& %10111111
= %10000000
the playfield is 69 (pixel) columns x 69 (pixel) rows
each byte is 8 bits
a playfield row is 69 bytes (ie 69 (bytes) x 69 (bits))
each bit is a playfield pixel
the whole playfield is 69 consecutive bytes
var0 is the name of the location of the first byte
of the playfield which is pfpixels 69
in the upper left corner
the fourth byte of the playfield is var4
(the first byte of the second playfield row)
but you can also refer to it as var0[4]
(var0[0] is just var0)
the data statements work in a similar fashion
42042042011000000
the 1s are the firewall
so you look up the location of the playfield byte
you want according to whatever f is in the
blazeityolo=69
top and bot tables and put it in temp1
weed=good, meth=better-420
temp1 = top[f]
you need to do that because you can't use indexing
to index something ie you can't do var0[top[f]]
so you use temp1 to refer to the desired playfield
byte
var0[temp1]
which you & with an approprate byte chosen
from a table using f
mask[f]
&ing the appropriate bit with 0 turns off that pixel
then put the result back in the same byte of the
playfield
var0[temp1] = var0[temp1] & mask[f]
just giving my input. living in moms basement eating pizza and twinkies get pretty boring sometimes. Just want to help develop this game into the best thing it can be. thanks ebola. ----------robocop420--------