Author Topic: String Help  (Read 7281 times)

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Offline nemo

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String Help
« on: June 22, 2010, 12:19:51 pm »
why does this code only display 15 characters rather than 16?
Code: [Select]
.TEST
"0123456789ABCDEF->Str1
Fix 5                 // text is displayed on buffer
Fix 1                // large text
Text(0,0,Str1
DispGraph
Fix 0       
Fix 4                 // reset flags

i get 0123456789ABCDE displayed on my calculator, how can i make it display the F as well?


SirCmpwn

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Re: String Help
« Reply #1 on: June 22, 2010, 12:20:54 pm »
:\ This is weird...
Err...
No idea.  Add another character to the string and post the results.

Offline nemo

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Re: String Help
« Reply #2 on: June 22, 2010, 12:22:52 pm »
same thing happens sir. only 15 characters are displayed  :-\ i'm making a small sprite editor for myself when i saw runner112's but knew i didn't need that many features. i notice that he has hex displayed at the bottom but i can't get mine to do the same.


SirCmpwn

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Re: String Help
« Reply #3 on: June 22, 2010, 12:24:34 pm »
Try Str1+1 in the Text( command

Offline nemo

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Re: String Help
« Reply #4 on: June 22, 2010, 12:27:37 pm »
then i just get 123456789ABCDEF which is still 15 characters. i tried having 00123456789ABCDEFF to no avail. there SHOULD be enough room on the screen to display the text... right?


SirCmpwn

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Re: String Help
« Reply #5 on: June 22, 2010, 12:28:37 pm »
Maybe...
Well, look at it this way.  Is the 15th character nuzzled up on the edge?

Offline Magic Banana

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Re: String Help
« Reply #6 on: June 22, 2010, 01:07:33 pm »
This is weird. I just copied the code above (added DiagnosticOff so Done doesn't get in the way) and I got "_23456789ABCDEF_"

EDIT: Whoops, forgot the '0' at the beginning, but when I added that, it now says "p123456789ABCDE_"
« Last Edit: June 22, 2010, 01:11:11 pm by Magic Banana »
I do sprites and stuff, so yeah.

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Re: String Help
« Reply #7 on: June 22, 2010, 02:09:55 pm »
I'll just answer the question from the top: Text( in Axe uses the same BCALL that Text( in BASIC does. If you've ever tried to display a 3-wide character (most of them), and the space after it would be the 95th column, it doesn't display (This is actually true for all chars). Basically, TI doesn't want you trying to draw to the 95th column. (This is the last column, indexed from 0, as is normal)
Silly, silly TI...
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Offline nemo

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Re: String Help
« Reply #8 on: June 22, 2010, 02:13:03 pm »
well, that's ok. i just decided to have it look awkward like so:

                        F
0123456789ABCDE


SirCmpwn

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Re: String Help
« Reply #9 on: June 22, 2010, 02:21:11 pm »
Aww :\
Sorry you couldn't figure it out.  Stupid TI.

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Offline DJ Omnimaga

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Re: String Help
« Reply #10 on: June 22, 2010, 02:56:06 pm »
ouch, I thought TI let us draw text there in ASM at least... Oh well I guess we need to rely on custom font routines then or simply not use that column of pixels for text x.x

What I hate the most is when slightly drawing text out of the screen, the entire char won't even display at all. When scrolling text out of the screen, it looks so glitchy
« Last Edit: June 22, 2010, 02:56:21 pm by DJ Omnimaga »

Offline Runer112

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Re: String Help
« Reply #11 on: June 22, 2010, 08:59:58 pm »
If you were wondering how I did it, I just used a sort of cheap way. I drew all the characters not on the right edge of the screen normally. Then, I drew the character that should be on the right edge somewhere else, in an unused spot on the screen, and used For() loops to loop through every pixel, copy the pixel to where it should be, and unset the pixels in the place I drew the character.

Offline FinaleTI

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Re: String Help
« Reply #12 on: June 22, 2010, 09:03:21 pm »
When scrolling text out of the screen, it looks so glitchy
*cough* conj( *cough*


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Offline Runer112

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Re: String Help
« Reply #13 on: June 22, 2010, 09:07:10 pm »
conj() works great for vertical scrolling, but won't work for horizontal scrolling.

Offline FinaleTI

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Re: String Help
« Reply #14 on: June 22, 2010, 09:09:08 pm »
Though if you through in some Horizontal +/-'s before you DispGraph, then it would work to a degree, as long as you're not trying to do a greyscale background or anything like that.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.