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Messages - Builderboy
Pages: 1 ... 102 103 [104] 105 106 ... 375
1546
« on: February 27, 2011, 03:16:56 pm »
GDB0 is not a memory location, its a pointer to a spot that is inside of your Axe program. Whenever you create a string of data like [00000000]->GDB0, all Axe does is add this onto the end of your program. GDB0 is just a number that points to where this data starts. This means that there is only as much memory there as you first set it as, and writing past it without care is likely going to get you a corrupted program or worse.
1547
« on: February 27, 2011, 03:03:37 pm »
Thanks And no, its getting to the point where a demo would basically be like a release, so I'm going to finish the game first There are some demo's in the pages back however if you want to play one of those. I'll have to see if i can find them... http://ourl.ca/4250/106623^this post has a link to the most recent demo if i remember correctly
1548
« on: February 27, 2011, 02:36:28 pm »
Thanks guys And now I need to focus on building an Axe level editor that supports the new format, because I've been typing in a lot of hex to make these levels, and its getting cumbersome I also am in the process of adding a death animation and fixing lots of bugs that were introduced when I switched the variables around. The physics for the player are also bugged now as well
1549
« on: February 27, 2011, 01:40:16 pm »
The tricky thing is that if you draw a line or a rectangle or whatever, you are going to overwrite something else, and by simply erasing it, you won't be undoing it
1550
« on: February 27, 2011, 04:50:51 am »
So small update, I have the main menu completely finished. The menu has 3 option, Play, Load, and Exit. Play gives you the option to start at any level you have completed so far, or starts a new game if its your first time playing. Load brings up a menu where you can choose a custom level pack to play (must be an archived appvar). And Exit exits The small menu intro is also completely skipable It also only takes up 2800 bytes right now And I know there is some uber optimizations to be had
1551
« on: February 27, 2011, 02:09:54 am »
Is that byte the only byte Mirage uses? I got the impression that it also used a lot more bytes for local variables and stuff, which is why the gui gets messed up
1552
« on: February 26, 2011, 06:41:50 pm »
Oh right for some reason I was thinking 8x8 was odd numbered
1553
« on: February 26, 2011, 06:23:40 pm »
well if you put the sprite in the center of the 8x8 you can use the rotate commands right?
1554
« on: February 26, 2011, 03:54:22 pm »
And since this is an axiom it will also make it more compatible with Axe Good luck with triangles! What method are you using for filling currently?
1555
« on: February 26, 2011, 03:52:45 pm »
There might be, but i have a hunch that they won't be as accurate or as quick to respond as the light sensor. Also, fb39ca4, I am no expert in making the robot move forward, but i think as long as you move them slow enough, if you just run the motors forward in small incremented each loop, you can move forward without a hitch
1556
« on: February 26, 2011, 03:50:58 pm »
If he uses precomputed sin tables, it would be less of an issue, but probably still more optimized with binary degrees, hmmmm
EDIT: And thats with 1 polygon fb39ca4? He said only a single square
EDIT2: And for this i would go for speed speed speeeed
1557
« on: February 26, 2011, 03:48:49 pm »
Are you using precomputed sin tables and the like? What kind of accuracy are you using? Floating point? Fixed point? How many bytes?
1558
« on: February 26, 2011, 03:45:50 pm »
no i mean how quickly your routine can draw a polygon right now And thats awesome as an axiom ^^
1559
« on: February 26, 2011, 03:44:08 pm »
Sounds epic! This is in asm i assume? Whats your current benchmark as to polygons per second?
1560
« on: February 26, 2011, 03:41:56 pm »
Wow that sounds epic! What kind of primitives are you supporting?
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