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Axe / Re: Odd Text Issues
« on: May 13, 2012, 06:01:22 pm »Yeah, you can't vote until you have 20 posts. Only one away
Heh, this reply is definitely not for the sole purpose of attaining 20 posts...
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Axe / Re: Odd Text Issues« on: May 13, 2012, 06:01:22 pm »Yeah, you can't vote until you have 20 posts. Only one away Heh, this reply is definitely not for the sole purpose of attaining 20 posts... 2
Axe / Re: Odd Text Issues« on: May 12, 2012, 05:27:17 pm »
Thanks, knowing that really helps, and nice explanation too! I would give both of you positive post ratings, but either I don't know how or it won't let me because I have too few posts.
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Axe / Re: Odd Text Issues« on: May 12, 2012, 04:55:53 pm »
I ended up using Data( for it, like this:
Code: [Select] DeltaList('0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'->Str1 Is that the wrong way to manage strings? I'm still a little confused over whether strings are actually handled any differently than raw data in Axe. 4
Axe / Re: Odd Text Issues« on: May 12, 2012, 09:53:44 am »
I can't find any mention of a Zeros( command, so for now I'm just sticking with Data(, but correctly initializing does seem to have fixed the problem.
On another note, is there any good way to convert a number to a character? Like 1 to '1'? EDIT: Also, I seem to be having a weird issue where text I print before or after printing a string prints both at the given coordinates and at the end of the string. (Picture attached) Code: [Select] Text(2,20,Str1)
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Axe / Re: Odd Text Issues« on: May 11, 2012, 11:23:17 pm »
Any way to initialize all 64 bytes without listing them individually using Data( ?
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Axe / Odd Text Issues« on: May 11, 2012, 09:58:52 pm »
So I've been puzzling over a strange issues with strings and text lately, where all my efforts to print information to the home and graph screens resulted in a bunch of gobbledy-gook (long amounts of +'s, n's, and 0's). After thinking I was coding something wrong I eventually tried doing the same thing before all of the other code, resulting in perfect text. Just wondering if anyone could shed some light on this? (I'm using TokenIDE so DeltaList = Data)
Code: [Select] .MATRIX
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TI-BASIC / Re: Text Command Erasing Pixels« on: September 23, 2011, 10:59:52 pm »
How frustrating Ah well, I've decided to just display a warning instead that explains that it might have erasing bugs and then run the possible fix.
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TI-BASIC / Re: Text Command Erasing Pixels« on: September 23, 2011, 10:46:00 pm »
I do appreciate all of the suggestions, but I have decided to stick with the small spaces, and add an inconspicuous pixel under text on the start menu. It checks to see if it's there, and if not, it shows an error screen which explains that the user needs to open and close the table and restart the program.
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TI-BASIC / Re: Text Command Erasing Pixels« on: September 23, 2011, 08:03:08 pm »
How do I test if it was changed?
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TI-BASIC / Re: Text Command Erasing Pixels« on: September 23, 2011, 07:48:46 pm »
I think it would be better using Pt-Off(X,Y,2), if it were a cross then I wouldn't be able to get corners without overlapping.
Is it possible to read the flag? I don't really know anything about how that system works... 11
TI-BASIC / Re: Text Command Erasing Pixels« on: September 23, 2011, 06:59:56 pm »
Maybe I'm crazy, but I want this game to be only one program and only BASIC... I'll learn Axe for my next project for sure though...
Is there really no better way to efficiently erase areas of the screen? Can I somehow check the flag and have it tell the user to go the Mode screen if it's wrong? Also, is there a command to clear the Y= screen? It always messes stuff up when there are equations in there. 12
TI-BASIC / Re: Text Command Erasing Pixels« on: September 23, 2011, 06:55:09 pm »
I'll try that, but I'm curious as to whether Pxl-Off( would be faster than lines. Logic suggest to me that it would be both slower and larger, but am I incorrect?
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TI-BASIC / Re: Text Command Erasing Pixels« on: September 23, 2011, 06:39:54 pm »
Grrr... Can someone think of a different or better way to erase 6x6 sprites? I used to do it with lines before I though of the Text( way, but the speed benefits are such that I would find it hard to return.
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TI-BASIC / Text Command Erasing Pixels« on: September 23, 2011, 05:56:39 pm »
So I've found that the Text( command spaces are excellent for erasing sprites, but on some people's calculators it seems to erase one pixel below the space as well.
The TI-Basic Developer wiki says this: "On the TI-84+ and TI-84+ SE, the Text( command may also erase a single row of pixels underneath the text: whether this occurs or not depends on whether it was the menu screen or the table that was visited last, of the two." This is very vague to me, and I don't understand what "the menu" refers to, since it clearly isn't the homescreen. Anyone have insight? 15
TI-BASIC / Re: Running Line Commands from a String« on: September 18, 2011, 05:21:48 pm »
Intriguing, so they're some kind of expression-storing variable?
(I am clearly a newbie)
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