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Messages - Builderboy

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4471
TI-Nspire / Re: Nspire Raycaster
« on: March 23, 2010, 07:38:12 pm »
I believe he wants to know how to draw to the buffer without updating the screen.

4472
Axe / Re: [Axe Parser] Bytes?
« on: March 23, 2010, 07:36:24 pm »
Well actually A is a number in RAM just like all the other variables.  (Well its a combination of 2 numbers in RAM since its 16 bit, not 8 bit) And indeed you can store numbers to A or any of the other variables if you want :) But for circumstances where you need a variable amount of number (like an undefined amount of bullets on the screen) you would need a lot more numbers than just A-Z, and an easier way to access them.

4473
Axe / Re: [Axe Parser] Bytes?
« on: March 23, 2010, 07:17:51 pm »
Well since Axe compiles to Assembly, it means you have control over the entire calc, including allll the Ram ;) All the ram is is really just a long list of numbers.  Each number ranges from 0 to 255 and there are thousands of these numbers in your Ram.  Think of it like a list in Basic, except its a very very large List :) Well in order to access this list, all you need to do is do

{N}

And you will be able to store to or access the Nth byte in Ram, yay! 

BUT WAIT!!!

Th calculator needs a lot of this Ram for itself, so that it can continue to run, so that there is someplace safe to store all your programs, and so that there is somewhere safe to store the current program.  So you can't just go storing numbers to {0} you'll probably crash your calc :P.  Luckily Axe provides us with some safe locations that are known to be safe to use.  These locations are stored in L1-L6.  So if you say 5->{L1}, you are actually storing to location 34594, but you would never know that it was safe to store there without being an asm guru :P So Axe provides you with these locations in the big List of Ram elements that it is safe to store to, and thats there you can keep all your bytes ^^

4474
Axe / Re: [Axe Parser] Bytes?
« on: March 23, 2010, 07:06:48 pm »
Right, if you wanted to store 10 to A, you could do

10->A

Or you could do

'0A->A

Because in Axe, the ' token means that you are in Hex, and 0A in Hex = 10 in Dec :).  Currently the only way to store data into Ram is by Hex, like this:

[010AFF]->Str1

which ends up looking like this in Ram

{1,10,255}

Hopefully in the future you will be able to input data like this as well :) But no matter how you put the data in, it is always extracted as Decimal.

4475
Miscellaneous / Re: How did you find Omnimaga?
« on: March 23, 2010, 06:59:53 pm »
Welcome!  I think you might be the first girl we have had join the site in forever o.O heh gaming seems to be for some reason a Male oriented hobby ;D But its nice to have you here! :)

4476
Axe / Re: [Axe Parser] Bytes?
« on: March 23, 2010, 06:58:26 pm »
Yeah there is often the misconception between bytes and numbers, and the thing is, Bytes are numbers! :) In Axe there are two ways to represent a byte (number), in Hex or in Decimal.  Hex is easy to store bytes in because it is closely related to binary, and yet Decimal is easy for programmers to write in because we live in base 10 :)

4477
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: March 23, 2010, 06:56:50 pm »
I actually use both of the previous suggestions in Portal right now :) It moves at a maximum of 1 pixel per frame, but updates only every other frame.  And the coordinates are stored x64 for more precision, for the acceleration and stuff

4478
TI-Nspire / Re: Nspire Raycaster
« on: March 23, 2010, 02:58:51 am »
Seems you might have a case value for the column directly in front of the camera :P maybe offset all of the columns by .5 degrees?

4479
Axe / Re: Routines
« on: March 23, 2010, 02:38:22 am »
Yeah I belive that Axe does it that way because there is a built in BCALL to display text, and it helps having ti write nasty and memory consuming code for text manipulation :P

4480
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: March 23, 2010, 02:33:27 am »
Scrolling can make things like collision difficult I would immagine D: having to take care of offscreen collisions and whatnot.  Speeking of collisions, Eeems are you using pxlTest or tile based collision?

4481
TI-Nspire / Re: Nspire Raycaster
« on: March 23, 2010, 02:30:46 am »
Nice, glad to see you got this working.  Did you end up using the small step or the vertical/horizontile method?  Judging from the side shading on the walls I'm guessig it's the latter?  Looks good :)

4482
Axe / Re: [tutorial] Program Flow - Platformer
« on: March 22, 2010, 11:56:18 pm »
Ah, yeah that would be hell.  It looks good though :) html and all ^^

4483
Axe / Re: [tutorial] Program Flow - Platformer
« on: March 22, 2010, 11:45:58 pm »
Woot, although it would be nice if for the code segments there were line breaks between each line :) it would make it a bit easier to read.

4484
TI Z80 / Re: Trominoes
« on: March 22, 2010, 11:44:37 pm »
Mmm is this a port?  I can't find any references to it on the web, and i was under the impression that it was an original idea (if inspired by Tetris a bit)  What say you Zera?

4485
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: March 22, 2010, 11:41:52 pm »
Hey thats really neat!  Yeah slopes are a bitch :P you seem to have handled them well though ^^

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