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Messages - Aichi
Pages: 1 ... 13 14 [15] 16 17 ... 20
211
« on: November 07, 2010, 10:31:33 am »
I tried to compile my code as an app, but there is a strange bug. I can execute the app just one time, then the program exits by itself after a frame. Screen and Source attached.
Make sure you aren't writing data to any static pointers like GDBXXX, PicXXX, or StrXXX. And make sure at the beginning of the program, you initialize all your variables--that could be why it quits after the first run.
It works since I added 0→A→B→C→D→E→F→G... ,thanks. :>
212
« on: November 07, 2010, 09:37:49 am »
ClrHome Disp "Menu" ,i, "1) Start" ,i, "2) Options" ,i, "3) Help" ,i, "4) About" ,i, "5) Exit" Repeat G=27 getkey->G If G=34 sub(S) End If G=26 sub(O) End If G=18 sub(H) End If G= 35 sub(A) End End ClrHome
What about reading the documentation and the commands list?
213
« on: November 07, 2010, 05:04:52 am »
I tried to compile my code as an app, but there is a strange bug. I can execute the app just one time, then the program exits by itself after a frame. Screen and Source attached.
214
« on: November 06, 2010, 07:33:24 pm »
The 8811 byte (I think?) limit is only for executable code, but you can put as much data as you can fit into a program. The 8kb limit applies to all programs, although nostub programs can't have more that about 8192 bytes of executable code.
Am I really just able to use <8Kb Code in my prog? Then I wonder how Desolate works.
215
« on: November 06, 2010, 07:16:45 pm »
That looks very nice! how large will this be? because you may have to use BASIC to cirucmvent the 8kb limit. unless you're going to make this an APP? either way, it looks cool so far.
At the moment my sprite/map data and my code are compiled into one ion program, but I will have to shift the data into external appvars / progs later. So there will be the code in an ion prog with a size of ~16KB (I think I can store so much code as I want, since I saw that Desolate can hold 22KB) and 1 or 2 files with my sprites, maps and character data (the character data is changable and I have to put this data into the main file if I cant modify ROM files).
216
« on: November 06, 2010, 06:46:23 pm »
Hmm, looks nice. Gray seems a bit flickery though, is it better on calc? Are you redrawing the tilemap every frame?
This is a 6Mhz screenie. The game will be faster, so the grayscale will be looking smoother. And yes, for now I refresh the screen every frame.
217
« on: November 06, 2010, 06:39:31 pm »
Well, the name of my new project will be Xeverion. It will be a second title, but I dont imagine one yet. I thought several days about which language I should use. I will use Axe instead of Asm, cause Axe its fun, Axe is simple, I would need much more time by using Asm and I love to develope on-calc. Xeverion will be an RPG similar to the Fire Emblem series, that I had always enjoyed playing. However, there is not very much I can show yet. I attached a screenshot and an ion prog representing my alpha tilemap engine. You can try it on wabbitemu for now, but it is developed for SE's (15Mhz ability). I think there is no more I can say for now. Ill post progress soon.
218
« on: November 06, 2010, 01:24:11 pm »
This code works while you add a new line with 'end', since youre use For. Also, it isnt very fun, if you let execute this by someone who have important things in the RAM and doesnt know that he has just to wait.
219
« on: November 06, 2010, 03:52:36 am »
Wow, pretty amazing! You should use Rect(0,63,96,1) or DrawInv : Rect(0,63,96,1) : DrawInv to remove the random data from the last buffer line in the title screen. Another way to fix it is ClrDraw : Copy (Titlescreen, buffer, 756).
220
« on: November 06, 2010, 02:59:42 am »
Here are 2 screenshots comparing an axe ion program description and a mimas ion program description. Mimas Axe Another Bug report: When I use 'Pause ' (without argument) Axe is compiling the code without giving an error. If I execute the prog, the calc crashes. So it would be nice if Pause without an argument was an error.
221
« on: November 05, 2010, 02:23:47 pm »
It seems like DCS7 doesnt support descriptions when I compile an axe code to an Ion prog.
222
« on: November 04, 2010, 04:23:21 pm »
Wow, it looks impressive! Great work. Edit: Is it pure Asm or Axe compiled?
223
« on: November 04, 2010, 04:15:27 pm »
7) I have to add the value of register a into register c.
add c, a or
ex bc, af add a, c ex bc, af doesnt work, so I use this:
ld b, a Bloop: inc c djnz Bloop dec c My question is if this is the most efficient way for the solution.
224
« on: November 03, 2010, 03:36:47 pm »
Welcome here, KisforKeyboard! You should take a look at Axe Parser. This language is similar to basic, but much much more efficient for making games. Good luck with you project and have fun here.
225
« on: November 03, 2010, 01:37:48 am »
Thank you very much, Floppus!
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