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Axe / Re: ANother noob qusestion
« on: December 02, 2011, 06:07:39 pm »
If the data is already on the graphscreen when the Axe program is run, the data will be stored in L6.
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Axe / Re: ANother noob qusestion« on: December 02, 2011, 06:07:39 pm »
If the data is already on the graphscreen when the Axe program is run, the data will be stored in L6.
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Axe / Re: Axe Space Questions« on: December 02, 2011, 05:46:50 pm »
No problem, pointers can be a hard thing to understand at first, especially when we are used to treating Str1 as an actual container of data.
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Axe / Re: ANother noob qusestion« on: December 02, 2011, 05:44:20 pm »
What do you mean by graph screen? L6 is indeed the pointer to the main buffer, where the graphscreen images are stored.
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Axe / Re: Axe Space Questions« on: December 02, 2011, 05:42:20 pm »
No, you can only store defined constant data into constant pointers. GDB1 is not a list of data itself, it is only a pointer to data that has been stored into your program by Axe. When you do [00]->Str1 in an Axe program, during compile, Axe inserts the byte 00 into the end of your program at a certain address $A. From then on, whenever it sees the token Str1, it treats it as the number $A.
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Axe / Re: Axe Space Questions« on: December 02, 2011, 05:37:31 pm »
Line 6 is illegal in Axe, but if you were using Str1+x in order to get the pointer to the start of "Goodbye", x would be 9, assuming lines 1 through 3 are included in the program in that order. When storing strings to a pointer, Axe automatically adds a terminating byte to the end, making them 1 byte longer than the number of characters they contain. "HI"->Str1 stores 3 bytes into the program, "Hello"->Str2 stores 6 bytes into the program.
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ASM / Re: Interaction with a 3D Space« on: December 02, 2011, 05:31:07 pm »Thus, all I need in order to judge visibility is location. Angle data can be ship-specific. Now, I understand that this system may need to be adjusted, but it should work well without having each ship broadcast its angles as well. Wait so there is additional data for each ship than what you posted before? 637
Axe / Re: Axe Space Questions« on: December 02, 2011, 05:30:04 pm »
What do you mean by 'Pointers take a constant amount'?
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Axe / Re: Axe Space Questions« on: December 02, 2011, 05:24:52 pm »
Oh I see, you want to know how much space these will take up in your program? Well simply placing 55 on a single line will take up 3 bytes of program space. Same with placing Str1 on a single line. That Hello string looks like it has 4 spaces on the end, so it would take up 9 bytes.
Note however that will not always be constant, with things like automatic optimizations and the peephole routines, size is relative to change in a hard-to-predict manner. Out of curiosity, why do you want to know how much space these take up in the actual program? 639
Axe / Re: Axe Space Questions« on: December 02, 2011, 05:12:09 pm »
A string takes up 1 byte for every character contained in the string. Remember a String in Axe is just data, just the same if you were to do [0FA76FA937ABC]->Str1 You can change the length of the string by adding on additional characters, and that will increase the amount of data that the string of data contains. Str1 is the pointer to the string, and it is 2 bytes large. What do you mean by Decimal number? Do you want to add a decimal number into the string or ask how much space they take up?
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ASM / Re: Interaction with a 3D Space« on: December 02, 2011, 04:23:44 pm »
What i mean by taking into account what direction ships are facing, how do you know if 1 ship is able to see another ship? And a non-orthogonal angle is an angle that is not a multiple of 90 degrees. Basically I am asking if the ships can rotate or look around, but looking at your data it doesn't seem to have any angle data at all?
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ASM / Re: Interaction with a 3D Space« on: December 02, 2011, 04:00:43 pm »
Hmm could you explain how you are storing the coordinates of the ships right now? Do you also plan to take into account what direction the ships are facing? Do you want to include non-orthogonal angles?
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Axe / Re: Multiplayer Link-Port Gameplay [Question]« on: December 02, 2011, 01:17:30 am »
Thats for sure Axiom Time!
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Axe / Re: Multiplayer Link-Port Gameplay [Question]« on: December 02, 2011, 12:56:58 am »
Unless you use a deterministic RNG and seed it at the start
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Axe / Re: Multiplayer Link-Port Gameplay [Question]« on: December 01, 2011, 11:28:31 pm »
Another method of doing link play is to only send your own keypresses. So each calculator will be receiving input both from their own user, and key input from the other user from the linkport. As long as both games treat the input in exactly the same way, both games will be carried out in the same fashion.
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News / Re: POTY 2011 open!« on: December 01, 2011, 08:21:00 pm »
Then you really should give them all a try! They are most excellent
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