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Offline calcdude84se

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Re: Axe Q&A
« Reply #615 on: August 22, 2011, 07:42:57 pm »
could someone please provide me a code to check if another program is using the same code :P
poorly said :P


Like to make sure, in a 2 player game, that the other person is running the program to.
It's impossible to guarantee this perfectly. Moreover, it doesn't seem very necessary :/ Anyway, you could assign a random number to each of your games and have each copy send its number to the other calc, where it's checked for equality. This would mainly prevent accidents more than anything else.
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Offline Happybobjr

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Re: Axe Q&A
« Reply #616 on: August 22, 2011, 08:21:32 pm »
I already kinda have that.  my big problem comes from ti-os automatically receiving the inputs :P

thanks though.
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Re: Axe Q&A
« Reply #617 on: September 05, 2011, 10:30:06 am »
How can i rotate a square section/ all of my screen 64 (90) degrees?
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Axe: 1.0.0
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Offline Hayleia

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Re: Axe Q&A
« Reply #618 on: September 17, 2011, 02:31:25 pm »
[lately noticed] page 42 [/lately noticed]

What do I write to create and read from an appvar named "A_A" (with the underscore) ?
GetCalc("appvA_A",2) didn't give me an underscore but a distorted "X" D:

EDIT: forget about my question. The answer is GetCalc("appvA"[5F]"A",2)
« Last Edit: September 17, 2011, 02:53:31 pm by Hayleia »
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Offline Freyaday

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Re: Axe Q&A
« Reply #619 on: September 18, 2011, 05:16:56 pm »
That "X" is the Greek letter Chi. Just so you know. :)
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Re: Axe Q&A
« Reply #620 on: September 18, 2011, 05:20:18 pm »
How can i rotate a square section/ all of my screen 64 (90) degrees?
I suggest going through each bit of one buffer and changing the bits of another.  This would probably be done using the e command.

Offline Michael_Lee

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Re: Axe Q&A
« Reply #621 on: September 20, 2011, 05:51:11 pm »
How can I do the equivalent of 'sub(TEST^^r,1,2,3)' using the new 'TEST(1,2,3)' function syntax?

(^^r is the small radians r).
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Offline Darl181

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Re: Axe Q&A
« Reply #622 on: September 21, 2011, 03:12:42 pm »
Is it possible to rotate a sprite 180 degrees?  I know there's rotC flipV etc but I'd try combining them rotC(rotC(Pic1)) and it would just get jumbled :|
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Offline Runer112

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Re: Axe Q&A
« Reply #623 on: September 21, 2011, 03:13:43 pm »
flipH(flipV(Pic1)) should work.

Offline Darl181

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Re: Axe Q&A
« Reply #624 on: September 21, 2011, 03:18:00 pm »
Thanks :D
So it matters what order you put them in somehow?  Because earlier I tried flipV(flipH(Pic#)) and it errored..
« Last Edit: September 21, 2011, 03:18:17 pm by Darl181 »
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Offline Munchor

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Re: Axe Q&A
« Reply #625 on: September 24, 2011, 01:48:30 pm »
Code: [Select]
Repeat getKey(15)
 .UPDATE POSITIONS
 X+H→X
 Y+V→Y

 A+C→A
 B+D→B

 .SET MAXIMUM SPEED
 If H>>256
  256→H
 End

 .SET MAXIMUM SPEED
 If (H<<-256)
  -256→H
 End

 .RIGHT FRICTION
 If A>>0
  A-1→A
 End

 .LEFT FRICTION
 If A<<0
  A+1→A
 End

End

This is not the full code of my program, it's just part of it, the part where I control the horizontal acceleration.

Horizontal Acceleration is saved on variable H, and I'm using Fixed Point (x256).

I try to give H friction, so that when the player presses the
arrow, the player stops after a bit. However, it's not really working.

Any ideas on how I can make it? Thanks
« Last Edit: September 24, 2011, 03:34:06 pm by ephan »

Offline Builderboy

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Re: Axe Q&A
« Reply #626 on: September 24, 2011, 02:10:03 pm »
flipH(flipV(Pic1)) should work.

Axe says that these functions can't be used recursively D: You would need to copy the data in between each flip

Offline Runer112

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Re: Axe Q&A
« Reply #627 on: September 24, 2011, 02:13:55 pm »
flipH(flipV(Pic1)) should work.

Axe says that these functions can't be used recursively D: You would need to copy the data in between each flip

Look closer. :P

Offline Builderboy

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Re: Axe Q&A
« Reply #628 on: September 24, 2011, 02:17:26 pm »
Oh interesting, so FlipH() can be used recursively?  I guess that's because it works with each byte individually huh, well very clever ^^

Offline leafy

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Re: Axe Q&A
« Reply #629 on: September 24, 2011, 03:36:55 pm »
Code: [Select]
Repeat getKey(15)
 .UPDATE POSITIONS
 X+H→X
 Y+V→Y

 A+C→A
 B+D→B

 .SET MAXIMUM SPEED
 If H>>256
  256→H
 End

 .SET MAXIMUM SPEED
 If (H<<-256)
  -256→H
 End

 .RIGHT FRICTION
 If A>>0
  A-1→A
 End

 .LEFT FRICTION
 If A<<0
  A+1→A
 End

End

This is not the full code of my program, it's just part of it, the part where I control the horizontal acceleration.

Horizontal Acceleration is saved on variable H, and I'm using Fixed Point (x256).

I try to give H friction, so that when the player presses the
arrow, the player stops after a bit. However, it's not really working.

Any ideas on how I can make it? Thanks
1 is a bit small. Set the friction to something bigger.
In-progress: Graviter (...)

 

\n\t\t\t\t\t\t\t\t\t
<' + '/div>\n\t\t\t\t\t\t\t\t\t