Wiki source code of hmm.en.txt

Last modified by John Stroy on 2012/07/08 22:47

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1 = Notes =
2
3 English translation (via Google) of [[hmm\.txt]].
4
5 = Contents =
6 {{{
7 Standard Functions
8
9 ☆☆☆
10 HMMINIT p1
11
12 Argument
13 p1: Initialize mode.
14 Sets the first bit of p1 and initializes DirectSound. Required to use the instruction of DS system.
15 Sets the second bit of p1 and initializes DirectMusic. Required to use the instruction of DM system.
16 Sets the third bit of p1 and initializes DirectInput. Required to use the instruction of DI system.
17 Sets the fourth bit of p1 and initializes DirectDraw. Required to use the instruction of DD system.
18 Sets the fifth bit of p1 and initializes DirectGraphics. Required to use the instruction of DG system.
19   Sets the sixth bit of p1 and initializes DirectShow. Required to use the instruction of DSH system.
20 Return value (stat)
21 Success:1 or HMM_OK
22 Failure:0 or HMM_ERR
23
24 Function
25 Initializes this plugin. Call the function at the very start of its usage.
26
27 Example) hmminit 3 ; Initializes DirectSound and DirectMusic.
28
29 dsinit: dminit ; Does the same as above example and doesn't matter which method is used.
30
31
32 ☆☆☆
33 HMMEND No Argument
34
35 Return value (stat)
36 1 will always come back.
37
38 Function
39 Ends this plugin. When HSP ends, this line is called in automatically so there's no need to be constantly aware of this.
40
41 ☆☆☆
42 HMMBITON p1, p2
43
44 Argument
45 p1: Controls a certain integer type variable name you want.
46 p2: Controls a certain bit number you want.
47
48 Return value (stat)
49 Always 1
50
51 Function
52 Turns p2 bit of p1 variable into 1.
53
54 Example)
55 int a
56 a = 0
57 HMMBITON a, 2 ;Turns 2nd bit into 1.
58 if a == 4 : dialog "The 2nd bit has been set"
59 HMMBITON a, 0
60 if a == 5 : dialog "The 0th bit has been set"
61 stop
62
63
64 ☆☆☆
65 HMMBITOFF p1, p2
66
67 Argument
68 p1:Controls a certain integer type variable name you want.
69 p2:Controls a certain bit number you want.
70
71 Return value(stat)
72 Always 1
73
74 Function
75 Turns p2 bit of p1 variable into 0.
76
77
78 ☆☆☆
79 HMMBITCHECK p1, p2
80
81 Argument
82 p1: Checks a certain integer type variable name you want.
83 p2: Checks a certain bit number you want.
84 Return value (stat)
85 When set at 1
86 When not set at 0
87
88 Function
89 Checks if p2 bit of p1 variable is set.
90
91
92 ☆☆☆
93 HMMGETFPS p1
94
95 Argument
96 p1: Retains a frame rate you want in integer type variable name.
97
98 Return value (stat)
99 1 is returned
100
101 Function
102 Obtains frame rate.
103
104 ☆☆☆
105 HMMHITCHECK p1, p2, p3, p4, p5, p6, p7, p8, p9
106
107 Argument
108 p1: Parameter entering in collision detection results.
109 p2: Array variable 1 that checks certain collision detection you want.
110 p3: Number you want to search for in actual array variable 1.
111 p4: Parameter number required to configure a single character.
112 p5: Collision detection you want to examine array variable 2.
113 p6: Parameter number required to configure a single character.
114 p7: Starts number search of array variable 2.
115 p8: Ends number search of array variable 2.
116 p9: Searches a target type value (Holds the same meaning as p3's parameter of ex_check of hspdx.dll)
117
118 Return value
119 Always 1
120
121 Function
122 Same character of rectangle of collision detection is taken care of. キャラクター同士の矩形の当たり判定処理をします。
123 ここでいうキャラクターとは、最低でも表示座標と当たり判定の領域と検索タイプ値のデータが入っている1次元または2次元配列をさします。
124 1つのキャラで最低でも必要なパラメーターの内訳は表示座標x, y(Upper left side of the rectangle)
125 Collision detection regarding rectangle's starting position: sx, sy.
126 Collision detection regarding rectangle's width and height: w, h.
127 検索タイプ値typeの7ぐのパラメーターが必要になります。
128 配列1のキャラクターと配列2のキャラクターが当たっている場合は、p1に配列2のキャラクターの番号が帰ってきます。
129 当たりが1つもない場合はp1に-1が帰ります。
130 p9が0の時は配列2のキャラクター全てを検索します。
131 The question of it's usefullness is strange one, therefore only users who understands how to use the sample should apply this.
132
133 Example)
134 dim sb, 7, 16
135 /*
136 Player Character's bullet.
137 Changes the position of element number containing parameters used in collision detection.
138 Where n is a character number (means numerical value, I'm guessing).
139 sb.0.n Displays x coordinates.
140 sb.1.n Displays y coordinates.
141 sb.2.n The x coordinates of a rectangle starting position's collision detection.
142 sb.3.n The y coordinates of a rectangle starting position's collision detection.
143 sb.4.n Width of the rectangle's collision detection.
144 sb.5.n Length of the rectangle's collision detection.
145 sb.6.n Searches type value.
146 */
147
148 dim ene, 7*32
149 /*
150 Enemy
151 The configuration parameters that can appear in seven to 32 animals
152 Configurable parameters that can be registered from 7 which can go up to 32 enemies.
153 Where n is a character number.
154 ene.(7*n) Displays x coordinates.
155 ene.(7*n+1) Displays y coordinates.
156 ene.(7*n+2) The x coordinates of a rectangle starting position's collision detection.
157 ene.(7*n+3) The y coordinates of a rectangle starting position's collision detection.
158 ene.(7*n+4) Width of the rectangle's collision detection.
159 ene.(7*n+5) Length of the rectangle's collision detection.
160 ene.(7*n+6) Searches type value.
161 */
162 ;Collision detection of PC's bullet and enemy.
163 repeat 16
164 hmmhitcheck res, sb, 7, cnt, ene, 7, 0, 0
165 if res == -1 : continue
166 ;If it comes here that means the PC's bullet has hit the enemy.
167 break
168 loop
169
170 ☆☆☆
171 HHMMHITCHECKSETINDEX p1, p2, p3
172
173 Argument
174 p1:表示x座標のパラメターが入っている要素番号
175 p2:当たり判定の矩形の開始位置x座標のパラメターが入っている要素番号
176 p3:検索タイプ値のパラメターが入っている要素番号
177
178 Return value
179 Always 1
180
181 Function
182 Changes the position of element number containing parameters used in collision detection.
183
184 Example)
185 hmmhitchecksetindex 5, 1, 0
186 dim sb, 7, 16
187 /*
188 PC's bullet.
189 Configurable number of parameters that can be discharged from 7 which can go up to 16 bullets.
190 Where n is a character number.
191 sb.0.n Searches type value.
192 sb.1.n The x coordinates of a rectangle starting position's collision detection.
193 sb.2.n The y coordinates of a rectangle starting position's collision detection.
194 sb.3.n Width of the rectangle's collision detection.
195 sb.4.n Length of the rectangle's collision detection.
196 sb.5.n Displays x coordinates.
197 sb.6.n Displays y coordinates.
198 */
199 }}}