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Offline Deep Toaster

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Re: Axe Q&A
« Reply #285 on: May 14, 2011, 09:27:36 am »
There are no Thens in Axe. Everything else is fine.




Offline Freyaday

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Re: Axe Q&A
« Reply #286 on: May 16, 2011, 04:29:26 pm »
Is there any way to create, like, a four-screen drawing space and have the space to which the screen is mapped be freely roaming, like scrolling through a zoomed-in pic on a computer?
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Offline Binder News

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Re: Axe Q&A
« Reply #287 on: May 16, 2011, 05:01:47 pm »
There is a way in asm. I think it would be possible, just somewhat slow (or maybe not), and kinda tricky.
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Offline Runer112

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Re: Axe Q&A
« Reply #288 on: May 16, 2011, 05:05:18 pm »
In pure Axe it would be very difficult. The least of your problems would be copying a rectangular part of the image to the screen. A much larger obstacle would be that every Axe drawing and buffer command depends on using a 96x64 buffer, whereas it sounds like you would be using a 192x128 buffer.

Offline Freyaday

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Re: Axe Q&A
« Reply #289 on: May 16, 2011, 05:14:59 pm »
Well, the idea here is that it would copy a 96x64 portion of it to a buffer, where it could then be used
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Offline Builderboy

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Re: Axe Q&A
« Reply #290 on: May 16, 2011, 05:16:54 pm »
The tricky thing tho is that it's not just as simple as copying a 94x64 portion of a buffer, because we have bit shifting to account for, and that makes things quite a bit more difficult, since every single byte of the buffer needs to be shifted a certain amount and overflow into other buffers and such.

Offline Binder News

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Re: Axe Q&A
« Reply #291 on: May 16, 2011, 05:18:02 pm »
And it would be really slow. But, couldn't you use the BufCpy bcall?
« Last Edit: May 16, 2011, 05:19:07 pm by Binder News »
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Offline Freyaday

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Re: Axe Q&A
« Reply #292 on: May 16, 2011, 05:19:50 pm »
I'm trying to figure out what makes this so complicated. Could someone please elucidate?
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Re: Axe Q&A
« Reply #293 on: May 16, 2011, 05:20:23 pm »
Mmmm i don't think it would be *terribly* slow.  It would run at about the same speed as copying a 768 byte chunk of memory, and doing 4 (average) screenshifts.  The variable amount of screenshifts though would make the engine a bit unreliable in terms of speed though, it could run really fast on some locations and really slow on others

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Re: Axe Q&A
« Reply #294 on: May 16, 2011, 05:20:58 pm »
Exactly.
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Re: Axe Q&A
« Reply #295 on: May 16, 2011, 06:31:54 pm »
Remember that 8 bits are stored in a byte, so what if you wanted to display a 96x64 box starting at (4,4)? Then you'd have to shift each byte 4 bits left so you have a nice box to copy to the screen.




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Re: Axe Q&A
« Reply #296 on: May 16, 2011, 06:41:45 pm »
It took me a few reads to understand that, but thanks DT, it makes sense now.
Also, about the widely variable speed, Quigibo managed to get all the Pt- commands to always run at the same speed, right?
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Offline Anima

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Re: Axe Q&A
« Reply #297 on: May 17, 2011, 10:00:42 am »
How can you change the content/entry/data of a AppVar with Axe?


Sorry for my bad English. I'm German.

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Re: Axe Q&A
« Reply #298 on: May 17, 2011, 10:54:17 am »
Not to be mean, but have you read the documentation? It's the PDF file in the zip.
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Offline Munchor

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Re: Axe Q&A
« Reply #299 on: May 17, 2011, 02:00:01 pm »
I have a question, what is the x256 mode and can someone give me an example?

I have no idea of how to use it and would like to learn, can I have a sample? Thanks