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Messages - BlakPilar

Pages: 1 ... 18 19 [20] 21 22 ... 49
286
Axe / Re: Axe Q&A
« on: January 06, 2012, 10:40:45 pm »
Ahh, okay. So [AA00AA00AA00AA0032BB32BB32BB32BB] is equivalent to [AA00AA00AA00AA00][32BB32BB32BB32BB]?

287
Axe / Re: Axe Q&A
« on: January 06, 2012, 10:14:36 pm »
How does Axe handle sprites whose lengths are greater than 16? For example, if I had [AA00AA00AA00AA0032BB32BB32BB32BB] would it be displayed horizontally as two sprites, vertically as two sprites, or some other way completely?

288
Gaming Discussion / Re: new game by Notch
« on: January 04, 2012, 05:11:01 pm »
A crafting system like in Minecraft. Ingredients go in, useful products come out! :D

I.e. Three iron ingots and two sticks arranged in a certain way yields a pickaxe.

289
Gaming Discussion / Re: new game by Notch
« on: January 04, 2012, 05:06:58 pm »
I could help, but alas I am not very adept with Axe... Plus I have my computer projects that I'm working on :/ If help is needed though, feel free to ask me :)

290
Other / Re: What is folding@home?
« on: January 04, 2012, 04:49:57 pm »
Hmm... A little off-topic, but isn't there some college who is doing tests to analyze data collected from space and who is using some kind of method like this? Where you download a program, and it receives data, works on it, then sends it back?

291
Ok, so, the reason why my hex is different from yours is because BexIDE parses the sprites like tilemaps:

*************
* 1 * 2 * 3 *
*************
* 4 * 5 * 6 *
*************
* 7 * 8 * 9 *
*************

Then it throws the hex of each sprite on a new line. However, I should be just be parsing the sprite straight through on a row until I get to the end of said row, and move on to the next one. I'll fix that for 1.2. Thanks for pointing that out! :D

292
TI Z80 / Re: OPIA - A full OOP language for z80
« on: January 03, 2012, 05:33:07 pm »
Ahh, okay, now I understand. I was beginning to think that cofunctions and anonymous functions were synonymous, but now I see what they're for. That's really cool, actually. I'll definitely have to try something soon! :D

293
TI Z80 / Re: OPIA - A full OOP language for z80
« on: January 03, 2012, 04:42:00 pm »
I haven't read all of this yet because I haven't had time, but I skimmed over the cofunctions section because I didn't understand them from the Wiki. From what I'm getting, they're the same as anonymous functions?

EDIT: I'm looking at the source, and in the Token file, should "volitale" be "volatile"?

294
Alright. In the meantime I thought of something else. BexIDE loads and stores sprites in this format: (I don't know what it's called, maybe tilemap?)

1D38F9FF5F0F0E1E
C0E0FFFFFF7C7CFC
000080C0F0180C6E
1E3E7F7F7F7F7F7F
FC7CBE9F1F43C0D8
6E0E1FFFFEFCD802
3F3F1F0F07030000
D2F3FFFFFFFFFF3F
5EFEFCF8F0E0C000


I actually do not know the format for bitmaps, so I'd imagine that that would be handier to know.

295
Hmm... What did you use to get the hex for the bitmap?

296
Gaming Discussion / Re: Omnimaga Steam Group
« on: January 02, 2012, 09:16:47 pm »
Well, my good sir, here you are. I've never rickroll'd anyone, and I plan to keep it that way :)

Spoiler For for proof:


297
Gaming Discussion / Re: Omnimaga Steam Group
« on: January 02, 2012, 09:11:22 pm »
Mhm, and 343i (i is for Industries) is also planning to make Halo 4 part of the Reclaimer Trilogy, so they're also planning on Halo 5 and 6.

EDIT: Lol, DJ, no rickrolls :P there's a legitimate Halo 4 trailer.

298
Hmm... I tried recreating your sprite by hand (in the sprite editor) and this is what I got:

1D38F9FF5F0F0E1E
C0E0FFFFFF7C7CFC
000080C0F0180C6E
1E3E7F7F7F7F7F7F
FC7CBE9F1F43C0D8
6E0E1FFFFEFCD802
3F3F1F0F07030000
D2F3FFFFFFFFFF3F
5EFEFCF8F0E0C000

When I click refresh with that hex nothing changes, either. Can you try breaking up your text into 16 characters per line? I think it might be something wrong with my string parsing method, but I'm not sure.

EDIT: That is, if something is wrong (which if that hex has worked in your game correctly, then something might be wrong). Also, remember, it parses it left to right, top to bottom (with that priority). If it's formatted for top to bottom, left to right then it may not work.

EDIT 2: This is the format that BexIDE wants:

*************
* 1 * 2 * 3 *
*************
* 4 * 5 * 6 *
*************
* 7 * 8 * 9 *
*************

299
TI Z80 / Re: OPIA - A full OOP language for z80
« on: January 02, 2012, 04:52:08 pm »
Quote
BOOLEANS - Booleans are a whole byte because it takes extra instructions to extract/insert just one bit, which adds more than just another byte to the program just for using it; so it actually saves space that way.
Hmm... So, for Boolean values, would it be faster on-calc if we just used single bytes and checked if they were (non-)zero ourselves?

As for the name, I like OPIA. I see nothing wrong with it. Everything else sounds good :D

300
TI Z80 / Re: OPIA - A full OOP language for z80
« on: January 01, 2012, 10:19:28 pm »
Hi shkaboinka. I was talking to Homer-16 on XBox one day and he told me about OPIA. I decided to look it up and I must say: it looks very promising. I admire the syntax you've come up with as it is not overly complex, and elegant. I especially like your implementation of anonymous functions. All in all, though, nice work. :)

I haven't read all of the Cemetech conversation, but do you happen to have an ETA for some kind of an alpha or beta release?

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