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TI Z80 / Re: An On-Calc Basic IDE?
« on: August 11, 2010, 01:38:11 am »
I am actually working on one in Axe myself Maybe i will brush the dust off in a bit, since token reading was added it might be a lot easier...
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 3556
TI Z80 / Re: An On-Calc Basic IDE?« on: August 11, 2010, 01:38:11 am »
I am actually working on one in Axe myself Maybe i will brush the dust off in a bit, since token reading was added it might be a lot easier...
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This is really well made Although the speed is noticeable. Are you checking the entire screen for matches? Maybe it would speed things up if you only checks the tiles you know had changed, and spread out from there, that way you dont have to check parts you know didnt change.
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Just wondering, what happens if you trap a ball in a spot that gets filled in? Thats the beauty, any side that contains a ball wont be filled in Unfortunately when i tried to port the filling algorithm from tilemap to screen coordinates, i ran into a problem. All the things that make this routine fast are not applicable on the graph screen, since you would need to go pixel by pixel anyway. With this right now, since i have a buffer for the screen, i dont have to do bitmasking for every pixel (via a pixeltest or a pixelOn) But if i transfer it over to the graph screen, its just as slow as every normal filling algorithm I'll write a general routine anyway soon and upload it tho, since it can be useful. As for how the logic works in this game, once a wall is completed, every BALL flood-fills its area, marking it with a number. Anything that has been marked is kept clean, and anything not marked is set as solid. 3559
The Axe Parser Project / Re: Bug Reports« on: August 10, 2010, 02:46:56 am »
Ah i see, thats good to know
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Portal X / Re: Portal X« on: August 10, 2010, 01:02:04 am »
Alright had some more free time so i worked on splitting all the code into subprograms (took forever ) , improved the object scripts, and cut 200 bytes of the level loading code
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Damn inspiration strikes again This is a small side project i have been working on, i whipped up this code in a few hours, and its already showing some promise! Its just a small and fun arcade game called Xonix. There are several balls bouncing around the arena. You can move your cursor to create walls to lock in the balls into smaller containers. But if a ball hits a wall while its being constructed, it will start to disintegrate, and if the wall disintegrates all the way to your cursor before you reach the safety of land, you lose a life.
For those interested, i had to write a flood filling algorithm in order to get the filling to work properly. I use a special scanline filling algorithm which i have to admit is quite shiny I think ill post a demo of the filler in the Axe Algorithm thread later... Also note that this is only a side project and does not take precedence over other Projects like PortalX This isnt actually currently being worked on, i just felt like posting what i had. 3562
The Axe Parser Project / Re: Features Wishlist« on: August 10, 2010, 12:48:34 am »
no it was a missing label actually, and it took me ages to search through every single label individually to find the one that was missing.
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The Axe Parser Project / Re: Features Wishlist« on: August 10, 2010, 12:23:50 am »
When you get an Error Lable, could it tell you which Lable its missing? The jump to Error doesn't help because it just jumps to the end of the program.
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The Axe Parser Project / Re: Bug Reports« on: August 10, 2010, 12:22:57 am »
Just some small nitpicking, or maybe a question. When i compile for App, the size it says my program takes up is about 200 bytes larger than if i compile it for noShell. Is this a bug or is there an extra 200 bytes needed for running Apps?
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TI-BASIC / Re: Why never to use Goto.« on: August 09, 2010, 11:29:01 pm »
I never use Goto's to create loops, only for special jumps or the like. I sometime abuse them within subprograms if i know the memory leak is going to be erased 1 second after it is created
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TI-BASIC / Re: Why never to use Goto.« on: August 09, 2010, 10:55:29 pm »
The best scenario i use goto in is this. If a goto is called at the very beginning of a program, it can be the fastest way to get to the bottom of the program. When i have large amounts of map data lets say, i have things like this
If T=1:Goto1 If T=2:Goto2 ... Lbl 1 MapData1 Return Lbl2 MapData2 Return Horribly memory inefficient, but faster than putting every room inside If:Then Blocks. 3567
Anime and Manga / Re: Abridged Series« on: August 09, 2010, 09:34:10 pm »Screw the rules! I have green hair!...I really need to cut back on the drugs 3568
The Axe Parser Project / Re: Bug Reports« on: August 09, 2010, 09:32:15 pm »
The Axe App uses interrupts? What for?
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TI-BASIC / Re: Why never to use Goto.« on: August 09, 2010, 09:26:02 pm »goto has its legitimate uses, though, such as escaping from multiple nested loops in a simple fashion. Its useful except when it creates memory leaks In TiBasic it can have good uses though, i use it a lot in Serenity a lot in the form of massive switch statements, i find its a lot faster then having a ton of If:Then blocks. 3570
TI-Nspire / Re: Nspire bmp viewer« on: August 09, 2010, 03:00:16 pm »
:O Thats so awesome Bwang! Heh nspire built in greyscale is making us all warm and fuzzy inside :]
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