Author Topic: rotC(  (Read 3428 times)

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SirCmpwn

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rotC(
« on: April 05, 2011, 10:42:27 pm »
Hello,
Do rotC and rotCC work?  Because I'm not seeing the effects.

Offline calc84maniac

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Re: rotC(
« Reply #1 on: April 05, 2011, 10:44:25 pm »
It doesn't rotate in-place, it actually outputs to an internal buffer, to which a pointer is returned. So you can copy back to the original sprite data if you wish by doing something like Copy(RotC(Pic1),Pic1,8)
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SirCmpwn

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Re: rotC(
« Reply #2 on: April 05, 2011, 10:46:29 pm »
I did this:
Pt-On(0,0,rotC(Pic1))
And there wasn't anything on-screen.  Without the rotC, it worked fine (without rotation).

Offline calc84maniac

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Re: rotC(
« Reply #3 on: April 05, 2011, 10:47:31 pm »
I did this:
Pt-On(0,0,rotC(Pic1))
And there wasn't anything on-screen.  Without the rotC, it worked fine (without rotation).
Well... that is odd, then. What version of Axe are you using?
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

SirCmpwn

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Re: rotC(
« Reply #4 on: April 05, 2011, 10:49:14 pm »
0.4.8

Offline calcdude84se

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Re: rotC(
« Reply #5 on: April 05, 2011, 10:51:00 pm »
The obvious next statement is: could you try upgrading to 0.5.1 and trying again? ;D (Hopefully you can)
I'm not familiar with recent Axe bugs, so I don't know if this is a known or resolved issue.
« Last Edit: April 05, 2011, 10:51:32 pm by calcdude84se »
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Offline calc84maniac

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Re: rotC(
« Reply #6 on: April 05, 2011, 10:52:19 pm »
I compared the source for the rotation commands between 0.4.8 and 0.5.1, and it seems that in 0.4.8 it returns buffer+8 instead of buffer. So yeah, it's a bug that was fixed in a later version.
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SirCmpwn

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Re: rotC(
« Reply #7 on: April 05, 2011, 10:52:53 pm »
Thanks!

Offline calcdude84se

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Re: rotC(
« Reply #8 on: April 05, 2011, 10:54:05 pm »
So, for now, you can replace rotC(Pic1) with rotC(Pic1)-8. Though you'll have to change it back again when you upgrade x.x
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SirCmpwn

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Re: rotC(
« Reply #9 on: April 05, 2011, 11:02:58 pm »
Which I did, and it worked fine.