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The Axe Parser Project / Re: Bug Reports
« on: May 30, 2010, 06:10:00 pm »
So if i understand you correctly, you are saying that storing 2 byte numbers works incorrectly because it stores the bytes in backwards order?
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. 4096
The Axe Parser Project / Re: Bug Reports« on: May 30, 2010, 06:10:00 pm »
So if i understand you correctly, you are saying that storing 2 byte numbers works incorrectly because it stores the bytes in backwards order?
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TI-BASIC / Re: Vertical Text Sprites« on: May 30, 2010, 01:03:35 am »
then you are either out of luck, or you would have to use some sort of trickery to first make the sprite with or without a critical pixel and then switch it on or off afterwards, if that makes sense
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TI-BASIC / Re: Extra Characters Reordered« on: May 30, 2010, 12:17:31 am »
No characters are accessible, not a single one. It is only the tokens that we can display in Basic, and it is helpful that there are so many tokens that have only a single character in them, or else we would be missing a lot of characters. So i dont believe there is any way to display the alpha character without assembly. However, in Axe it is very easy to display characters, and there is actualy a built in command for it
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TI-BASIC / Re: Extra Characters Reordered« on: May 29, 2010, 11:35:04 pm »
Exactly Even tokens like the 'A' token (which only uses a single character) are tokens and not characters.
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TI-BASIC / Re: Extra Characters Reordered« on: May 29, 2010, 09:34:29 pm »
Well it is worthy to note that there is a difference between Characters and tokens. Tokens are what we can recall into Basic programs, and characters are what the OS uses to build those tokens. The difference is that characters are also used in other places, such as your cursor and the [2nd] and [Alpha] highlights that go onto your screen. These images are characters, and are not present in any tokens, so while they might be displayable in Axe, there is unfortunately no way to get them into your basic programs that i know of Unless you did something like changed the OS font or hacked the token tables
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The Axe Parser Project / Re: Axe Parser« on: May 28, 2010, 08:14:33 pm »
I think that might be what convinced them to feature it actualy. Props to Dj too!
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The Axe Parser Project / Re: Axe Parser« on: May 28, 2010, 08:07:13 pm »
Congratulations on the feature! Axe is still highest rated program i see :] and with 15 votes thats not too shabby! In fact that it excelent! Especialy for a 9.88 rated review! Go Quigibo!
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TI-BASIC / Re: Sidescrolling« on: May 28, 2010, 08:04:15 pm »
If you want good speed and continuous sidescrolling in Basic, your best bet is still homescreen graphics, which arnt as bad as you might think with good character choices. Are you doing omni directional or just left and right?
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Axe / Re: Routines« on: May 27, 2010, 10:37:33 am »
Thats a ice way to do it I myself use a lookup table in my Ti Basic Editor though, i need speed ^^ Since its inverted it works for space too right?
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The Axe Parser Project / Re: Features Wishlist« on: May 26, 2010, 11:59:31 pm »
no idea, and i dont have any accurate way to time them since axe doesnt have any timer support. You would try them out and see though. For the loop method (the second) it takes about a full second to invert the screen though, while the first one does it almost instantly.
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The Axe Parser Project / Re: Features Wishlist« on: May 26, 2010, 11:47:02 pm »
What are you asking?
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Axe / Re: Pointers memory location« on: May 26, 2010, 11:42:45 pm »Ion/MOS/DCS: The data is changed and saved after exit (unless you have, for example, archive write-back turned off in MOS) Ah thats worthy to note. Ill have to make sure Portal doesn't self modify itself to destruction if you exit at the wrong time. If the program crashes and crashes your calc the changes wont be saved right? 4108
The Axe Parser Project / Re: Features Wishlist« on: May 26, 2010, 11:26:04 pm »
Right, you would replace all the F variables with {L5+1} for example (although i dont think you can use them in for loops ) and then choose a different location for each variable
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Axe / Re: Pointers memory location« on: May 26, 2010, 11:20:58 pm »
I belive you are beaing misled. When it says that Static pointers cannot be changed, what that means is that the chunk of data that you just named cannot be moved. You can change the data to whatever you want just like you were using a normal memory location. For example if you defined a sprite like this
Code: [Select] [123456789012231]->Pic0 You can change the data inside Pic0 like this Code: [Select] # -> {Pic0 + 0} changes the first byte of Pic0 to # Now if i understand you correctly, you might want to do something like this? Code: [Select] [10101021347809]->Pic0 Unfortunately due to the way Axe handles data right now this isn't possible although there might be a way to do it in the future. 4110
The Axe Parser Project / Re: Features Wishlist« on: May 26, 2010, 11:19:27 pm »
It compiles to about 350 bytes on my calc, so not too bad. But like i said, if memory is absolutely a problem, you can go with the pixel change option, which is only 170 bytes.
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