Author Topic: Zeros(36)->{L1}  (Read 8520 times)

0 Members and 1 Guest are viewing this topic.

Offline GreenFreak

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 191
  • Rating: +16/-1
    • View Profile
Re: Zeros(36)->{L1}
« Reply #15 on: July 03, 2011, 02:26:17 pm »
I don't know how to create a screenie...
It doesn't freeze, but it does strange things (the main sprite)
« Last Edit: July 04, 2011, 08:24:22 am by GreenFreak »

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Zeros(36)->{L1}
« Reply #16 on: July 03, 2011, 02:29:55 pm »
You make a screenie by making a rom (if you don't have one) with something like rom8x and using wabbitemu (backspace) but that's kind of a long process...

Anyway...
What's the line of code that displays the pic?  Do you happen to be using any of the flipping or rotating commands?
Vy'o'us pleorsdti thl'e gjaemue

Offline GreenFreak

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 191
  • Rating: +16/-1
    • View Profile
Re: Zeros(36)->{L1}
« Reply #17 on: July 03, 2011, 02:37:26 pm »
Anyway...
What's the line of code that displays the pic?  Do you happen to be using any of the flipping or rotating commands?

yeah.. I'm using one flipH( ...
Could that be the problem?!  ???
I think it's the comparision or the "and".. because everything was working fine before...

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Zeros(36)->{L1}
« Reply #18 on: July 03, 2011, 02:41:58 pm »
Sometimes the flipping commands are broken...I'm assuming it's displaying an 8*8 bunch of random garbage instead of a sprite.

try this: put +8 at the end of the line where the flipH() is (but inside the parenthesis, like flipH(Pic1+8) ) and if that doesn't work, try -8
If that fixes it, it's just another temporary axe bug :P
Vy'o'us pleorsdti thl'e gjaemue

Offline GreenFreak

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 191
  • Rating: +16/-1
    • View Profile
Re: Zeros(36)->{L1}
« Reply #19 on: July 03, 2011, 02:46:54 pm »
no no...
The sprite is okay... but not how it moves...
I found one problem while trying to find the problem...
I think, I could post the code, of the menu, which don't work properly...
Wait a moment..

Code: [Select]
removed
It's just the menu...
It's the actual state...
And i must go now..
see you tomorrow..
Thanks for your help!  ;)
« Last Edit: July 06, 2011, 05:36:57 am by GreenFreak »

Offline GreenFreak

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 191
  • Rating: +16/-1
    • View Profile
Re: Zeros(36)->{L1}
« Reply #20 on: July 03, 2011, 03:35:12 pm »
I noticed that, if I leave out the ^r in the code above, everything works properly... But I don't know why...

I'm sorry, but I can't edit posts with my mobile.

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: Zeros(36)->{L1}
« Reply #21 on: July 04, 2011, 12:10:26 am »
16-bit variables take 2 bytes, so you shouldn't store two such variables 1 byte apart.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline GreenFreak

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 191
  • Rating: +16/-1
    • View Profile
Re: Zeros(36)->{L1}
« Reply #22 on: July 04, 2011, 08:24:01 am »
ok.. that makes sense  ;D

ok it works, but I now have to fix that in my whole code :-/

Thank you for finding the issue ;)
« Last Edit: July 04, 2011, 08:41:45 am by GreenFreak »