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Offline epic7

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Re: Axe Q&A
« Reply #810 on: October 25, 2011, 07:10:33 am »
That makes sense. It looks like you could store L1 as a variable like J and then use {J} later on.

Offline Happybobjr

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Re: Axe Q&A
« Reply #811 on: October 25, 2011, 03:28:24 pm »
not sure what you mean.

if you mean this...
"It looks like you could store L1 as a variable like J and then use {J} later on."
then No. L1 is a constant number, but you can use it's location {L1} as a variable.
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if you mean this...
"It looks like you could store L1 to a variable like J and then use {J} later on."
then i would say...

well you don't need to.  L1 is a constant. (34540 if i remember correctly), I would suggest you just keep using L1.
So you can do stuff like this for further locations: {L1 + J}
« Last Edit: October 25, 2011, 03:31:19 pm by Happybobjr »
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Offline LincolnB

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Re: Axe Q&A
« Reply #812 on: October 25, 2011, 06:00:00 pm »
Well, happybobjr, you can store A*10+1+L1 or whatever into J and then do {J} and it will do the same thing as {A*10+1+L1}, just easier to type.
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Offline epic7

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Re: Axe Q&A
« Reply #813 on: October 25, 2011, 06:48:58 pm »
If you stored
{A*10+1+L1}
into J, would {J+1} be the same as {A*10+2+L1}?

Also, in
PtOn(x,y,Pic1)

If pic1 is an 8x8 sprite, what part of the sprite is located exactly at x,y?

Offline Yeong

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Re: Axe Q&A
« Reply #814 on: October 25, 2011, 07:10:32 pm »
Quote
If you stored
{A*10+1+L1}
into J, would {J+1} be the same as {A*10+2+L1}?
No.
Quote
Also, in
PtOn(x,y,Pic1)

If pic1 is an 8x8 sprite, what part of the sprite is located exactly at x,y?
Top left corner of that sprite block.
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Offline calc84maniac

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Re: Axe Q&A
« Reply #815 on: October 25, 2011, 08:26:08 pm »
Quote
If you stored
{A*10+1+L1}
into J, would {J+1} be the same as {A*10+2+L1}?
No.
What he means by that is you'd store A*10+1+L1 into J, not {A*10+1+L1}.
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Offline epic7

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Re: Axe Q&A
« Reply #816 on: October 25, 2011, 08:28:33 pm »
Understood :)
« Last Edit: October 25, 2011, 08:28:48 pm by epic7 »

Offline epic7

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Re: Axe Q&A
« Reply #817 on: October 27, 2011, 07:09:01 pm »
What is the adantage of using a shell?

Offline Michael_Lee

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Re: Axe Q&A
« Reply #818 on: October 27, 2011, 07:22:37 pm »
The advantage of compiling a program to run in a shell?
I'm not too sure myself, but...

1. You can give your Axe program an icon and a description that will appear when you look at it in a shell
2. DoorsCS programs can be slightly larger (by about 700 bytes, I think) then the normal maximum (although you can use Crabcake and circumvent the entire issue of memory altogether)
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Offline epic7

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Re: Axe Q&A
« Reply #819 on: October 28, 2011, 06:29:39 pm »
Is there any way to make this work? I need it for a game where the character can level up and then have different appearances.

Code: [Select]
If G=1
[hexadecimal]->Pic1
ElseIf G=2
[different hexadecimal]->Pic1
ElseIf G=3
[different hexadecimal]->Pic1
ElseIf G=4
[different hexadecimal]->Pic1
ElseIf G=5
[different hexadecimal]->Pic1
Else
[different hexadecimal]->Pic1
end


Offline Happybobjr

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Re: Axe Q&A
« Reply #820 on: October 28, 2011, 06:31:37 pm »
yes there is.

you need to do
[00000000000000000000000]->Pic1
then do

If g=#
[##################]->{Pic1}
elaseif g=#
[##################]->{Pic1}

.....
and so on
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Offline Builderboy

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Re: Axe Q&A
« Reply #821 on: October 28, 2011, 06:41:37 pm »
That doesn't quite work, as that is storing the pointer into Pic1, not storing the pointer as Pic1.  This will also modify your program if you use a shell like MirageOS.  Probably the best design would be something like this:

Code: [Select]
[SPRITE DATA 1]->Pic1
[SPRITE DATA 2]
[SPRITE DATA 3]
...

Pt-On(X,Y,G*8+Pic1

Where G=0 is the first sprite, G=1 is the second sprite, and so on

Offline epic7

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Re: Axe Q&A
« Reply #822 on: October 28, 2011, 06:52:02 pm »
That will work? What does the *8 do?

Offline Builderboy

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Re: Axe Q&A
« Reply #823 on: October 28, 2011, 06:53:39 pm »
It increases the pointer by 8 bytes, since each sprite is only 8 bytes, it will move the pointer from the first sprite to the sprite after it.

Offline Michael_Lee

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Re: Axe Q&A
« Reply #824 on: October 28, 2011, 06:57:18 pm »
What Builderboy's code is essentially doing is hardcoding in a list (technically a contiguous block of memory) containing data for a sprite.  Each sprite takes up exactly 8 bytes.

Edit: Ninja'd
« Last Edit: October 28, 2011, 06:57:31 pm by Michael_Lee »
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Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.