Show Posts

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.


Messages - Builderboy

Pages: 1 ... 309 310 [311] 312 313 ... 375
4651
TI Z80 / Re: Texas Hold'em
« on: March 01, 2010, 06:17:36 pm »
Looks great!  Who says Basic programs cant look awesome?  Not me!

4652
The Axe Parser Project / Re: Axe Parser
« on: March 01, 2010, 06:16:37 pm »
The way I would personally like it is simple one-line headers (something akin to MirageOS headers in Basic, but not exactly the same) and then options in the App to control other options and program output.  And i have seen games (such as factory theta for example) that do end in theta, so thats not an entirely foolproof method. 

4653
S.A.D. (Seek and Destroy) / Re: S.A.D. Random Facts
« on: March 01, 2010, 06:04:11 pm »
So then air unit will be able to fly over these areas right?

4654
TI Z80 / Re: Monopoly v3.0 BETA
« on: March 01, 2010, 02:16:08 pm »
Yep, even sometimes if the do want to learn, some people just have difficulties leraning programming/computer stuff ect...

4655
The Axe Parser Project / Re: Bug Reports
« on: March 01, 2010, 12:35:42 am »
Haha, i guess so, although i don't understand why.  You asm-erz and your weird optimizations :P

4656
S.A.D. (Seek and Destroy) / Re: S.A.D. Random Facts
« on: March 01, 2010, 12:01:18 am »
Oooooh that sounds awesome!  So will there be watter between islands?  Or is it a space island? :D

4657
The Axe Parser Project / Re: Bug Reports
« on: February 28, 2010, 11:58:44 pm »
Yay it fixed, didn't think of that :P Its interesting that it doest pose a runtime problem, but a compiling problem.

4658
The Axe Parser Project / Re: Bug Reports
« on: February 28, 2010, 11:51:17 pm »
Ok found the problem code, its when you multiply a value by data read from RAM

Code: [Select]
0->{L1}
8*{L1}->A

Gives a very weird happening.

4659
The Axe Parser Project / Re: Bug Reports
« on: February 28, 2010, 11:07:54 pm »
Only that program and I cant find out whats so unique about it...

Here I'll post it in a sec...

EDIT: Here it is, my work in progress for a tilemapper
Code: [Select]
:For(F,0,383
:¦ rand^3→{L1+F}
:End
:[FFFFFFFFFFFFFFFFFF818181818181FF0000000000000000]→Pic11
:
:0→X
:0→Y
:0→K
:While K≠15
:¦ getKey→K
:¦ X+1→X

:¦ ClrDraw
:¦ For(A,0,11
:¦ ¦ For(B,0,7
:¦ ¦ ¦ 24*(Y/8+B)+(X/8+A)→N
:¦ ¦ ¦ Pt-On(8*A-(X^8),8*B-(Y^8),8*{L1+N}+Pic11
:¦ ¦ End
:¦ End
:¦ DispGraph
:
:End

4660
The Axe Parser Project / Re: Bug Reports
« on: February 28, 2010, 10:46:43 pm »
Ok i'm getting this weird thing happening during compilation.  about 80% the way through each pass the message changes from '1st Pass' to '65534ass' and i have to press a key to make the counter advance O.o.  It does seem to compile fine though after it finishes.  Should i upload the source that was making it act weird?

4661
Axe / Re: Axe for Dummies (like me)
« on: February 28, 2010, 10:23:51 pm »
Hmmmmm that might actualy be true, because you can run

:Disp L1>Dec

And it outputs 34594.  This shows how all L1-L6 really are is locations! :D So if we find the locations of other things (like flags for example) we could write some pretty interesting routines.

4662
Axe / Re: Axe for Dummies (like me)
« on: February 28, 2010, 07:22:59 pm »
L1 is not a list in the traditional sense that we think of lists in Basic.  In Asm, memory is memory, there is no difference between pictures, sprites, and strings.  L1 is not a list, because Asm deals only with memory. L1 is a pointer. What that means is that in the calculator, there are places of memory that are unused, and that are free to be used my you, an axe programmer.  Each list pointer hold the location of these 'safe' places, and allows you to write and read to them.  For example L1 points to the locations know to asm programmers as 'SaveScreen'.  All we need to know is that its a 714 byte space of free memory to use :) It has essentially 714 element, each holding a single byte.  So to write to the first element, you would do:

:#->{L1}

because L1 represents the 1st element of the 'SaveScreen' chunk of memory.  To write to other locations in the PlotScreen, you would just add a number to the location.  Like to store to the 3rd, you would add 2 to L1.

:#->{L1+2}

EDIT: Ninja'ed :P

Does that make more sense?  The pointers readme in the documentation might help a bit if you are still confused.  And if I am wrong Quigibo, please inform me! ;D

4663
The Axe Parser Project / Re: Features Wishlist
« on: February 28, 2010, 04:42:24 pm »
Thats genius!  :O

4664
TI Z80 / Re: Monopoly v3.0 BETA
« on: February 28, 2010, 01:52:04 pm »
Yeah it's always good to keep hames as efficient as possible.  For a while none of my friends knew how to archive games, so they could only have a few on at a time.

4665
The Axe Parser Project / Re: Axe Parser
« on: February 28, 2010, 12:49:28 pm »
Well i mean you could write a whole row of 8 pixels with one byte, just because of the way the data is stored, and that could make for some very interesting and fast effects :)

It also could allow for faster line drawing (horizontal anyway XD) since we wouldn't have to write to each horizontal byte 8 times to fill it up.  For vertical your pretty much out of luck :P Now i need to reserect my scrapped line drawing routine and make something fun.

Pages: 1 ... 309 310 [311] 312 313 ... 375