Author Topic: Axe Q&A  (Read 600428 times)

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Offline Quigibo

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Re: Axe Q&A
« Reply #1200 on: December 14, 2011, 05:53:22 pm »
That creates Str1 (because it has 2 arguments instead of 1).  But if you had less than 148 bytes of ram left on your calculator and Str1 couldn't be created, it will safely quit. :)

EDIT: Draw the picture on the computer and send it over.  It shouldn't distort anything, otherwise its probably an issue with TI-Connect or something.
« Last Edit: December 14, 2011, 05:56:37 pm by Quigibo »
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Offline epic7

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Re: Axe Q&A
« Reply #1201 on: December 14, 2011, 05:55:59 pm »
getcalc(something,bytes)
Creates a new one but
getcalc(something)
Checks its existance.

I noticed Statues' game board was a bit distorted when doing a RecallPic but was fine in Axe. So, I'll go put together that program :D

Offline parserp

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Re: Axe Q&A
« Reply #1202 on: December 14, 2011, 06:10:23 pm »
I think
appvBLAH->W
{W}r->A
{W+2}r->B
{W+4}r->C

I think
appvBLAH->W
{W}->A
{W+1}->B
{W+2}->C
Works with 1 byte tho


ALSO
Are tilemaps usually slow?
The speed of the program is about 25-35% the speed of what it was before <_<
thanks epic7.

now, is there a faster way to store data in a data( command rather than this?
Code: [Select]
:Data({L1},{L1+1},{L1+2},{L1+3}, and so on for about a hundred more variables...EDIT: problem solved via IRC. :D
« Last Edit: December 14, 2011, 06:21:19 pm by parser padwan »

Offline epic7

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Re: Axe Q&A
« Reply #1203 on: December 14, 2011, 07:43:15 pm »
I've heard bitmap is slow.
Is it still faster than using a For( loop of 8x8 sprites?
(24x24 sprite)

I need to optimize a lot <_<
My tilemap just attached a ball and chain to my program with my ti-83+
I don't think I can optimize enough... but I'll try for some :P
« Last Edit: December 14, 2011, 07:51:25 pm by epic7 »

Offline Quigibo

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Re: Axe Q&A
« Reply #1204 on: December 14, 2011, 08:01:48 pm »
Drawing 9 sprites in a for loop is about 20% faster than using the bitmap command, so only slightly.  However, this is the first version of that command, so there are likely to be optimizations in the future.
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Offline epic7

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Re: Axe Q&A
« Reply #1205 on: December 14, 2011, 08:07:37 pm »
Ok. At least I already optimized some, from about 0.1 sec/loop to about 0.06 sec/loop from squidgetx's guide



Offline BlakPilar

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Re: Axe Q&A
« Reply #1206 on: December 14, 2011, 09:35:54 pm »
I have a question about the Horizontal and Vertical commands. Do they shift the screen permanently (I had an assembly program do that to me once...), or does it just shift the pixels?

Also, how does one make custom variable names?

Offline saintrunner

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Re: Axe Q&A
« Reply #1207 on: December 14, 2011, 09:37:33 pm »
it moves them over one pxl at a time....and like variable A? or ABC or do you mean pic1, or pic123ABC?
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Offline BlakPilar

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Re: Axe Q&A
« Reply #1208 on: December 14, 2011, 09:57:08 pm »
I know it moves them over, but I mean does it move the pixels or does it move the actual rows/columns? The ASM program I was talking about shifted my screen down so the bottom seven or so rows were displayed at the top. And for the variables I mean ABC, etc. I already knew about Pic/GDB.

Offline saintrunner

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Re: Axe Q&A
« Reply #1209 on: December 14, 2011, 10:17:15 pm »
horizontal + and- and vertical + and - move EVERYTHING on the screen (unless set to a specific buffer) by one pixel
as for  variables they can be anything you want
example:
lblHELLO

gotoHELLO

this help?
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Offline BlakPilar

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Re: Axe Q&A
« Reply #1210 on: December 14, 2011, 10:22:16 pm »
Alright, I figured that. As for variables, I thought Lbl was reserved for subroutines?

Offline chattahippie

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Re: Axe Q&A
« Reply #1211 on: December 14, 2011, 10:23:53 pm »
I know it moves them over, but I mean does it move the pixels or does it move the actual rows/columns? The ASM program I was talking about shifted my screen down so the bottom seven or so rows were displayed at the top. And for the variables I mean ABC, etc. I already knew about Pic/GDB.

I do not think it does that... it just moves the buffer data around, not the physical screen.
And yes, I know what you are referring to, mathprint does that occasionally, and it's annoying

Lbls are used for subroutines/jumps :D
« Last Edit: December 14, 2011, 10:24:35 pm by chattahippie »

Offline saintrunner

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Re: Axe Q&A
« Reply #1212 on: December 14, 2011, 10:25:14 pm »
well, yes it was just an example, OH WAIT! you want just plain old variables! *face palm*  I think you can only use a-z then feta or 0-?

for the record, thats wht I meant
« Last Edit: December 14, 2011, 10:27:28 pm by saintrunner »
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Offline chattahippie

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Re: Axe Q&A
« Reply #1213 on: December 14, 2011, 10:29:42 pm »
You can also store to points in data such as {L1} or {Pic23+1}, where L1 is a static pointer (Pics, GDBs, L1-6, Strs, etc) for one byte "variables" or follow the curly brackets with the ^r for 2 byte variables ( ex: {L1}^r)

Offline BlakPilar

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Re: Axe Q&A
« Reply #1214 on: December 14, 2011, 10:33:03 pm »
@chattahippie, I can't say much for MathPrint besides I was glad to get rid of it for 2.43 lol. But no, the ASM program was some "power tool" thing, if I remember correctly. Admittedly, I think it was me who told it to shift the screen.

@saintrunner, yeah, thats what I meant :P I know what Lbl/Goto are for lol. But I thought I read in the documebtation that it was possible to have variable names of up to 6 or so characters? Maybe I'm mistaken and that was subroutines...