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Messages - Builderboy
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4876
« on: January 30, 2010, 10:06:03 pm »
Hmmm, well then i don't know I guess you could always store the border into a pic and recall it... Well you might want to try rowswapping to get better speed, i think it would be faster than storing to lists each time, but i will have to run some tests... Alright, instead of [A]T->[A] Matr->Lst([A],L1,L2,L3) Lst->Matr(L2,L3,L1,[A]) [A]T->[A] I think [A] For(F,1,2 rowSwap(Ans,F,F+1 End Ans->[A] Is a lot faster, and even faster the greater your matrix is. Is 3x3 going to be the final size of your matrix?
4878
« on: January 30, 2010, 09:00:13 pm »
Oh, i see. Well then you might need to be a bit tricky. Instead of using the tilemaper, you could do this. When you first load up the screen, you use the tilemapper normally to fill the screen region. Then when you shift the matrix using my matrix shifter, you use the xLib screen shift routine, and then use the tilemapper to add onto the end of the shifted screen tilemap. Would that work? As you can see I'm trying very hard to make this work without actually shifting the tiles EDIT: Oh and zTrumpet, it would be much faster, but i was coding for readability
4879
« on: January 30, 2010, 12:50:51 pm »
Question: How do you simulate line of sight on the homescreen?
Without further description of the game, i can't say I know exactly what you need. Is this going to be FPS like? Just a single wall? Maybe texture mapping?
4880
« on: January 30, 2010, 12:48:15 pm »
Oh, ok, i see what you're saying. This would be amazing and exactly what i need... except that i cant have it wrap
Hmmm, I'm not quite sure what you mean. Here, take a look at this slightly modified code {1,2,3,4,5,6,7,8,9,0->L1 0->S "1+10fPart((X+S)/10->Y1 //yay magic formula While 1
For(F,1,10 //Display the entire linked list so you can see whats going on Output(1,F,L1(Y1(F //Displays elements from 1 to 10 End rand(20
S+1->S //Increase shift randInt(0,9->L1(Y1(10 //Add random number onto the 'end' of the list, which is element 10
End I believe that does exactly what you are looking for. Do you see how it works? The numbers do wrap every time i change the shift, but then i overwrite them with the new random number that is being added onto the end of the list (End of the list is element 10)
4881
« on: January 30, 2010, 02:42:07 am »
Well let's look at it his way. What this allows you to do is "rotate" the elements of a list through that list, and you can read and write to it normaly. To do as you wanted, when you shifted the elements down, one would get pushed off the edge and go around to slot 10. You can then overwrite it with your random value, and we have a scrolling list!
4882
« on: January 30, 2010, 02:08:53 am »
Sure. I used this technique on a snake game i made. It s prime example of how you want to move a whole bunch of elements down a list without losing much speed.
So here we have a list of 10 numbers (I'll use lists, but it still applies to matrixes)
{1,2,3,4,5,6,7,8,9,0->L1 20->S //We set the shift to 20. If it goes negative, bad things happen :P "1+10fPart((X+S)/10->Y1 //This is our magic formula, using modulus arithmetic, it gives us //the element we want but accounts for the shift //It is stored to Y1 for easy use :P While 1
For(F,1,10 //Just some simple code to display the list from 'start' to 'finish' Output(1,F,L1(Y1(F //But using the formula, so in perspective of the shift End
Repeat Ans getKey -> K End
S + (K=24) - (k=26) //You can change the shift with your arrow keys
End
4883
« on: January 30, 2010, 01:04:10 am »
Alrighty then, what you need is a radial List!
Basicaly instead of moving the Matrix around so that the begining is at colomn 1, you move a pointer around that says where column 1 is. Does that make sense? I can run up some code if you like.
4884
« on: January 30, 2010, 12:19:30 am »
Hmmm, I'm tempted to do some sort of fancy list manipulations and such, but I have another idea that may or may not work.
I assume these values will be accessed at some time in the program, so what I'm thinking is instead of changing the matrix, you could have a 'shift' variable that you can change. Instead of saying [A](A,B) you would have [A](A+S,B) where S is the shift variable. To simulate shifting the matrix over by one, you could instead just increase S by 1.
4885
« on: January 29, 2010, 06:55:05 pm »
yeah, that might be a good idea, because new members most likely will not notice this news article as it falls down the list. As for captcha, what do you think DJ, would it be necessary? Are these actual bots or just spammy people?
4886
« on: January 29, 2010, 06:03:10 pm »
Its nice to see that this is progressing so fast! I might want to have another look at assembly at some point
4887
« on: January 29, 2010, 01:27:52 am »
And as we all know I am just a piece of self aware software. O.o
4888
« on: January 28, 2010, 07:15:39 pm »
Welcome to the team! And let me put in yet another 'Can't wait to see your project'
4889
« on: January 28, 2010, 07:15:04 pm »
Yeah, its true ^^ I usualy don't code on paper though, for some reason. I guess i just like the calc experieice Although some psedo code sometimes is in order for tricky bits. Glad exams are over to
4890
« on: January 28, 2010, 07:13:16 pm »
Yay assembly programing! Its cool that your getting into this, and neat that you got sprites working so fast Good job!
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