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Messages - tincopper2

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1
The Axe Parser Project / Corrupted backups and deleted program source
« on: January 09, 2013, 02:32:20 pm »
I have been working on a fun rpg game with an advanced movement system for two months, when I tried compiling it passed the first run then it stopped the second run with a battery low error, it deleted my source and corrupted my backup!

2
Other Calc-Related Projects and Ideas / Re: Need help!
« on: November 26, 2012, 04:21:16 pm »
I believe what you are looking for are the subroutines arguments, r1-r6. These are the polar equation variables, which can be found under VARS > Y-VARS > Polar...
Thanks! Worked like a charm.

3
Other Calc-Related Projects and Ideas / Re: Need help!
« on: November 26, 2012, 03:08:47 pm »
It's in axe parser

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Other Calc-Related Projects and Ideas / Need Help! [solved]
« on: November 26, 2012, 03:04:37 pm »
I'm trying to make a subroutine and I don't know how to get the subscript numbers after the r! And is it just a lowercase r you use?
EDIT:
My script for the subroutine label looks like this;
Code: [Select]
Lbl GT
{[sup]r[/sup]2*2/8*12+([sup]r[/sup]1/8)+GDB1}
Return


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The Axe Parser Project / Re: Your Projects - Post and Critique
« on: November 07, 2012, 05:18:39 pm »
Woah, necro! (sort of)

Welcome to the forums, tincopper2.

I'm not ztrumpet, but I can tell you that if you want to use 16x16 sprites in pure Axe, you'll have to use 4 8x8 sprites...that's the only way to do it without an Axiom or assembly coding. (or, as dj mentioned, you can use the bitmap command but that sucks if you want to get any kind of reasonable speed)

There are probably quite a few 16x16 sprite routines floating around in assembly, you could probably find one relatively easily (although if you want clipping that's a different story...)
Holy mackeral! Fast reply! Btw, thanks.

6
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: November 07, 2012, 05:02:26 pm »
Here's what I worked on for the past two days.  It's a 16 by 16 smoothscrolling movement engine.  Let me know what you think! ;D

I also wrote a little Pic to Hex program.  Put the top left corner of the sprite in the top left corner of the graphscreen.  Then set 0 (for 8*8 ) or 1 (for 16*16 ) to T on the first line of the program and run it.  I used it to give me the 16*16 hex codes that I used in the movement engine. :)
@ztrumpet , How did you get the sprites to be 16x16? When I store a value into hex I only know how to do 8x8... but I can
pt-On(x,y,A)
pt-On(x+8,y,B)
pt-On(x,y+8,C)
pt-On(x+8,y+8,D)
Which essentially uses 4 sprites just to make one which feels like a waste... Is there a way to put this into one sprite?

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