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Axe / Re: Axe Q&A
« on: December 13, 2011, 04:44:23 pm »
No because you just defined your height and width to be 3 pixels each. Height and width is in pixels, not bytes. Otherwise though, you got it.
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. 571
Axe / Re: Axe Q&A« on: December 13, 2011, 04:44:23 pm »
No because you just defined your height and width to be 3 pixels each. Height and width is in pixels, not bytes. Otherwise though, you got it.
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Axe / Re: Axe Q&A« on: December 13, 2011, 04:37:40 pm »
Exactly, and then after you define that data, pass the pointer to that data into the bitmap command, along with your position for the bitmap.
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Axe / Re: Axe Q&A« on: December 13, 2011, 04:32:28 pm »
Did you read the commands list documentation?
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Axe / Re: Axe Q&A« on: December 13, 2011, 04:31:27 pm »
The pointer to the bitmap data that you define. Do you know how to define bitmap data?
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Axe / Re: Axe Q&A« on: December 13, 2011, 11:31:46 am »
If you store your tilemap inside of your program, the only way to directly edit it would end up modifying the original program, making any changes permanent, which might not be what you want, but can be accomplished by using
33->{K+20} You enclosed the 33 in [] brackets, which you only do when specifying long strings of data, and strings of data can't be used in this scenario. Alternatively, if you do not wish to overwrite your original program, I suggest copying the tilemap to a safe location like L1 and editing it from there instead of modifying it when it is in your program. 576
The Axe Parser Project / Re: Bug Reports« on: December 12, 2011, 11:39:33 pm »
My, that is confusing good catch!
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The Axe Parser Project / Re: Features Wishlist« on: December 12, 2011, 11:18:34 pm »
Or maybe something like this
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TI-Nspire / Re: ndless ideas« on: December 12, 2011, 10:43:52 pm »'bout an xbox 360 emulator? Probably serious ideas would be preferred (unless you really are serious? the 360 is such a recent console that it would be near impossible, if not completely impossible to emulate it within any reasonable speed) 579
The Axe Parser Project / Re: Features Wishlist« on: December 12, 2011, 10:39:18 pm »
I still think the percent complete option should ignore included programs, and only report how far through the main program has been compiled. Because with many subprograms, the compile percent is next to useless
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Axe / Re: Axe Q&A« on: December 12, 2011, 10:37:43 pm »
Make sure that all of the possible selections of Y coordinates are unique. Other than that, it would depend a lot on your code and implementation, good luck fixing the issue ^^
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TI Z80 / Re: Seeker« on: December 12, 2011, 09:59:37 pm »
They could use a whole bunch of 8x8 sprites, which is useful when you have a relatively small area that needs to be displayed
They could also be using the bigmap() command, which is like the sprite command but is a bit slower and can display 'sprites' of any size Or They could be importing a picture directly [Pic1]->GDB0 and copying it to the buffer. EDIT: Njnja'd 582
The Axe Parser Project / Re: Features Wishlist« on: December 12, 2011, 09:57:19 pm »The number is stored it a "safe" place until it is recalled Right, but if you did something as simple as Code: [Select] 4^*B+2->(r1,r2) Should it add 2 to both numbers before storing into r1 and r2? Or should it only affect r1? 583
TI Z80 / Re: TI-Defend« on: December 12, 2011, 09:32:09 pm »
I hope you can keep up the greyscale with the massive number of particles and projectiles that will end up on the screen. Imo feel free to drop the greyscale if you feel it is preventing the game from getting enough speed, or if the speed is preventing the greyscale from looking smooth. Furthermore, I mirror Bridge's suggestion to make the movement smooth, although I personally think a more pressing graphical change would be to make the path of the enemy more empty (perhaps completely white) so that the enemies are both easier to see, and easier to draw (no masking).
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The Axe Parser Project / Re: Features Wishlist« on: December 12, 2011, 09:28:38 pm »
The problem with that is such lines of code like:
Code: [Select] A*^B-5+9/42-{L1+B}->C You can't override the -> operator because by the time the line reaches that point, it is difficult to tell exactly what should be done with the second number. 585
TI Z80 / Re: Seeker« on: December 12, 2011, 07:23:17 pm »
Unless your acceleration was inflated as well
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