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Are there a couple of memory blocks easily available in Axe that can store the front and back screens? How would you transfer the contents of the screen to this memory and recall it?
:StoreGDB->"appvTEST":StoreGDB^r->"appvTEST2":[Move sprite]:Recall "appvTEST":Recall "appvTEST2"
I'm currently using StorePic, but the program needs greyscale and I have plenty of speed to spare. But what I'm asking is if there's a way that I can do something likeCode: [Select]:StoreGDB->"appvTEST":StoreGDB^r->"appvTEST2":[Move sprite]:Recall "appvTEST":Recall "appvTEST2"If there were some way to access specific bytes in the screen, I wouldn't even need to recall the whole thing.
L1 can be used completely if you plan to use no variables and use other storage areas for data.
L1 can be used completely if you plan to use no variables and use other storage areas for data. You can also use it and still use variables if for example your game screen is 12x7 tiles large, for example if there's an HUD at the bottom/top of the screen
Quote from: DJ Omnimaga on November 30, 2010, 02:58:27 pmL1 can be used completely if you plan to use no variables and use other storage areas for data.The full 768 bytes would start at L1-56, though (unless Quigibo changed that in the new version?). You won't be able to use the A-Z, theta, or rand, though, which means no For( loops either.
Quote from: DJ Omnimaga on November 30, 2010, 02:58:27 pmL1 can be used completely if you plan to use no variables and use other storage areas for data. You can also use it and still use variables if for example your game screen is 12x7 tiles large, for example if there's an HUD at the bottom/top of the screenI've already broken the variables rule by using pointers. Plus, this is for a GUI, meaning that the whole screen is fair game. It's pretty efficient so far (>700 bytes).