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Messages - Builderboy

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4066
The Axe Parser Project / Re: Features Wishlist
« on: June 03, 2010, 05:58:44 pm »
If you want to actualy change the sprite data itself, you could run this:

Code: [Select]
For(F,0,15
{Pic0+F} xor 255->{Pic0+F}
End

and then the sprite will stay inverted forever after.

4067
The Axe Parser Project / Re: Bug Reports
« on: June 03, 2010, 05:53:43 pm »
Thats what im talking about, if i reset ram and go back into axe, the lowercase option is reset back to normal

4068
The Axe Parser Project / Re: Axe Parser
« on: June 02, 2010, 03:42:30 am »
That's what I thought.  So yes, you can use that optimization.  So you can do things like 2->{1->{L6}+1} but the code can get pretty crazy looking really fast.

:( so this is changed after all?

4069
The Axe Parser Project / Re: Axe Parser
« on: June 02, 2010, 01:14:47 am »
ah i see, thanks for clarifying :)

4070
The Axe Parser Project / Re: Axe Parser
« on: June 02, 2010, 01:08:22 am »
I dont think the routine is copied into L1, i think that was for something like a vector table or something?  I dont remember, not sure if its right :P

4071
The Axe Parser Project / Re: Axe Parser
« on: June 02, 2010, 12:51:53 am »
There doesnt seem to be any documentation on them o.O for now all i can see is use with the Stop command

Also that 3D game kicks Ass ;D

4072
TI-BASIC / Re: Check if there are changes between two lists?
« on: June 02, 2010, 12:02:49 am »
you want not(min(L1=L2   and i belive max(L1=/=L2 is faster but i did not test it

4073
TI-BASIC / Re: Check if there are changes between two lists?
« on: June 01, 2010, 11:27:41 pm »
Mmm you want to see if two lists are exactly equal you mean?

4074
TI Z80 / Re: Zedd Physics Library
« on: June 01, 2010, 11:20:23 pm »
Not much has been worked on in regards to zedd right now, i have been (ans still am) very busy with school and finals.  School will be totaly out in about 1.5 weeks so yay :)

As for how the engine manipulation is going to work, it will have a bunch of usefull subs that you can access with arguments, and also return values.  Here are some that i am thinking about

GetPosition             returns the current position of the object (upper left corner)
 in:  N - index
 out: A - X position
      B - Y position

GetSize            returns the height and width of the object (currently locked at 8x8)
 in:  N - index
 out: A - width
      B - height

GetVelocity            returns the current velocity of the object
 in:  N - index
 out: C - X velocity
      D - Y velocity

GetFriction            returns the amount of friction the object experiences when sliding
 in:  N - index
 out: E - object friciton

SetPosition           change the current position of the object (does not account for collision errors)
 in: N - index
     A - X position
     B - Y position

ApplyForce            applies a force on the object with a given direction
 in: N - index
     C - X force
     D - Y force

Move                   moves an object a given distance (does not account for collision errors)
 in: N - index
     A - x distance
     B - y distance

SetFriction           sets the amount of friction an object experiences
 in: N - index
     E - friction

Collision             tests if there is a collision between 2 objects
 in:  N - index 1
      O - index 2
 out: A - 1:true  0:false

CollisionAny        tests if a given object is colliding with any objects
 in:  N - index
 out: A - 1:true  0:false


Note that you cant change size, as this would cause bad game errors on most occasions.  I might include some routines that check for safety, but it would be a tad bit slow, checking against all other objects.  We shall see.

4075
General Calculator Help / Re: Masking
« on: June 01, 2010, 10:57:59 pm »
Mmm thats a more intuitive way DJ :) Yeah with mine, you dont actualy get to store the actual sprite anywhere :P its all just messed up masks ;D

4076
Other Calculators / Re: Programming Speed
« on: June 01, 2010, 10:53:51 pm »
Heh ive gotten to the point where when i want the sub() command, i go to the catalouge and press T, because sub() is closer to the beginning of T than the beginning of S :P

4077
The Axe Parser Project / Re: Bug Reports
« on: June 01, 2010, 10:52:11 pm »
It would seem that the lowercase option is not saved?  I turn lowercase on, exit, ram clear, go back, and it is changed back to normal :O isnt the appvar archived?

4078
General Calculator Help / Re: Masking
« on: June 01, 2010, 10:50:06 pm »
You have two sprites to make the final image, the transparency mask and the sprite mask we'll say.  The transparency mask is black where the image is solid and white where it is transparent.  The sprite mask is Black where the sprite is white (counterintuitive i know, thats why i want ANDing) a,d white where it is anything else.  To display, you OR the transparency mask, then XOR the sprite mask.

4079
Axe / Re: Routines
« on: May 31, 2010, 02:40:24 pm »
This http://ourl.ca/4279 might be of some help to you :)

4080
The Axe Parser Project / Re: Axe Parser
« on: May 31, 2010, 12:57:30 am »
Hah, wow if that isnt spaghetti code i dont know what it ;D I was jumping around with the find button to see if any of the Lbls called eachother in a loop or something.  Sometimes i was jumping around for 8 or more Lbls before i got to an end :P

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