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Posted by Aercom on 21 January 2013 - 04:55 PM
I recommend starting tile_num at 0, not 1!
Would be similar to this
//50 x 50 tiles sprite_x_start = 32 * (tile_num % 50); sprite_y_start = 32 * (tile_num / 50);
assuming sprite_y_start is an integer.