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Messages - Builderboy

Pages: 1 ... 233 234 [235] 236 237 ... 375
3511
The Axe Parser Project / Re: Bug Reports
« on: August 17, 2010, 04:33:23 pm »
Thats what i thought O.o

3512
The Axe Parser Project / Re: Bug Reports
« on: August 17, 2010, 04:30:19 pm »
Interesting, even if i am using MirageOS?

3513
Computer Programming / Re: Brainfuck Programs
« on: August 17, 2010, 04:07:22 pm »
Does it start at the beginning or in the middle?  Like if we move back 1, are we out of the appBackUpScreen?  Oh and epic program ;D

3514
The Axe Parser Project / Re: Features Wishlist
« on: August 17, 2010, 03:52:48 pm »
That could be easily written in Axe itself i would think, just send the 2 bytes of the 2 byte number.  However, it would be nice to automate the process :)

3515
The Axe Parser Project / Re: Bug Reports
« on: August 17, 2010, 03:52:00 pm »
So i am encountering a really weird bug in my game right now.  There is a section of code that is executed when a plasma ball reaches its goal, and only then.  Ive tested this with pauses and display, and confirmed that it only occurs when the plasma ball reaches its goal.  However, there is some code inside this block that is causing a RAM clear under certain conditions.

0->D
0->E

works fine, but

0->D->E

causes a RAM clear!  Whaaaaaaaat?  This bug isnt present when i compile as an application, and im convinced it has something to do with the program size, as adding a Pause 20 also makes the bug go away.  But, the program size is only 8460, which is underneath the 8810 execution limit :( I dont know whats going onn.  And either way, making the program *smaller* is whats causing the Ram clear, so that doesnt make sense...

3516
[OTcalc] Z80-Hardware / Re: eZ80 Hardware Discussion
« on: August 16, 2010, 01:29:59 pm »
Weren'tyou guys talking about a battery light?

As for the battery indicator light: Many devices that use batteries have some sort of light that indicates remaining power.

3517
[OTcalc] Z80-Hardware / Re: eZ80 Hardware Discussion
« on: August 16, 2010, 01:20:18 pm »
How about just a battery bar?

3518
TI Z80 / Re: Project Feedback
« on: August 16, 2010, 01:15:36 pm »
I like the first one better :) Heh and your welcome for my java program, im glad its being put to good use :)

3519
Axe / Re: A few simple questions...
« on: August 16, 2010, 03:36:32 am »
Code: [Select]
.AA
ClrDraw
47->X
5->Y
0->V
Rect(0, 60, 96, 4)
For(A, 0, 200)
DispGraph
V-9.8->V
Y+V->Y
Pxl-On(X,Y)
Pause
If Y+2V>60
-V->V
End
End

Just wanted to point out some other things that you might want to change.  First off, there is no Implied multiplication in Axe, so things like 2V dont wok.  You need to do 2*V.  Secondly, there is no PEMDAS, everything is evaluated left to right.  So Y+2*V is really (Y+2)*V.  You should change it to V*2+Y.

Also, note that your initial velocity is 0, and then you Subtract 9 from it, making it negative.  This moves your pixel *up*, not down.  And whats more is that it will keep moving up indefinitely because you are waiting for it to go below the screen, but it just went off the top.

As for gravity, how it is done is simple.  There is a variable for velocity for each object, and ever frame, the position is incremented by the velocity, and the velocity is incremented by the acceleration.  For a deeper explanation you might want to check out my tutorial on Gravity and Acceleration over here: http://ourl.ca/4279

3520
Axe / Re: A few simple questions...
« on: August 16, 2010, 01:37:23 am »
But axe variables are 16bit by nature

3521
Axe / Re: A few simple questions...
« on: August 16, 2010, 01:34:29 am »
but wont it wrap around to 65536 since Axe is 16bit?

3522
Axe / Re: A few simple questions...
« on: August 16, 2010, 01:22:26 am »
There is a way to get a kind of 'cheating' decimals, although it can be hard to grasp.  Lets represent all of our numbers x256.  So 1 would be 256, 17 would be 4352 and so on.  This means that we can represent numbers with an integer, but with more precision.  128 becomes .5, 400 becomes 1.5625, and so on.  All the math is the same, all that needs to change is your display.  Instead of

Pxl-On(X,Y

you would do

Pxl-On(X/256,Y/256

And this gives you much more precision.  You might want to experiment with this, as it can be quite useful, but it isn't necessary to make a great game.

3523
Axe / Re: A few simple questions...
« on: August 16, 2010, 12:47:09 am »
Well im not sure what the compiled program is doing, but i know what the problem is

V-9.8->V

Axe works with integers only, so this line doesn't do what you think it does.  I am surprised it actually compiles, but it might have to do with the fact that a period designates the start of a comment.  My guess is that it is reading the code like this

V-9

Which doesn't do anything to V, and so your velocity never changes, and your pixel doesn't move.

3524
Axe / Re: Project Snake X - help
« on: August 16, 2010, 12:41:36 am »
I <3 indented code ^^ I <3 it so much I started writing a small font editor in Axe so i could edit my Axe programs with indented code in real time :)

3525
The Axe Parser Project / Re: Features Wishlist
« on: August 16, 2010, 12:38:25 am »
Might it also be useful when an error is produced in an included program which is archived, to say which included program the error occurred in? Otherwise it might be difficult to track down which included program is misbehaving.

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