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Axe / Re: Axe Q&A
« on: October 29, 2011, 03:48:00 pm »
Yay You really should upgrade, there are so many benefits of 1.0.5 ^^
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. 826
Axe / Re: Axe Q&A« on: October 29, 2011, 03:48:00 pm »
Yay You really should upgrade, there are so many benefits of 1.0.5 ^^
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Axe / Re: Axe Q&A« on: October 29, 2011, 03:44:24 pm »
I believe so, but I am not sure. And unless you want to restrict the number of symbols you use, I would recommend upgrading, as there is going to be just as much trouble trying to work around the symbol limit as there is making the small upgrades to Axe 1.0.5. Plus, if you upgrade to 1.0.5 now, trying to compile will always bring you right to the part that needs to be changed, making it easy to find everything you need.
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Axe / Re: Axe Q&A« on: October 29, 2011, 03:39:33 pm »
What kind of things would you have to change? Axe 1.0.0 should be mostly backwards compatible. And yes Labels are included as well.
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Axe / Re: Axe Q&A« on: October 29, 2011, 03:31:56 pm »
Max Symbols means you have over the limit of how many Pic0/GDB0/Str0 types of constants you are allowed to have. The current version of Axe has a symbol limit of over 2000, are you updated to a version as recent as 1.0.0 or higher?
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Axe / Re: Trying to get this to work« on: October 28, 2011, 08:56:55 pm »
The pictures on the first post don't show the entire program, could you post the entire source in text?
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Axe / Re: Trying to get this to work« on: October 28, 2011, 08:49:49 pm »hmmm... Really? I use OS Pic's all the time and never have they ever given me any problems. I think they are also much much more useful than appvars because appvars can't be compiled directly into the code. And since the picture variables are compiled into the program, you can delete them when you are done, freeing up that precious pic space. 832
Axe / Re: Axe Q&A« on: October 28, 2011, 08:10:30 pm »
You would have to use some inline asm, as there is no default way to do it in Axe alone
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Axe / Re: Axe Q&A« on: October 28, 2011, 07:10:33 pm »
Pointers are the only way to use sprites, as the sprite display routine takes a pointer as an argument
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Axe / Re: Axe Q&A« on: October 28, 2011, 06:53:39 pm »
It increases the pointer by 8 bytes, since each sprite is only 8 bytes, it will move the pointer from the first sprite to the sprite after it.
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Axe / Re: Axe Q&A« on: October 28, 2011, 06:41:37 pm »
That doesn't quite work, as that is storing the pointer into Pic1, not storing the pointer as Pic1. This will also modify your program if you use a shell like MirageOS. Probably the best design would be something like this:
Code: [Select] [SPRITE DATA 1]->Pic1 Where G=0 is the first sprite, G=1 is the second sprite, and so on 836
TI Z80 / Re: TI Real Chipsound engine« on: October 28, 2011, 05:55:05 am »
You know you can host files on Omni itself, that way you don't have to upload them at other sites
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TI Z80 / Re: Zedd Physics Library (BETA)« on: October 27, 2011, 06:05:17 pm »
It is for people who have a fairly proficient understanding of Axe so if you are just beginning it might be a bit hard to understand.
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TI Z80 / Re: Grammer Tetris« on: October 27, 2011, 06:02:47 pm »
Btw what is the routine you are using for line clearing? It looks a tad bit slow and maybe i could provide a quick solution
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Math and Science / Re: Inverse kinematics« on: October 27, 2011, 01:16:49 pm »
The thing about inverse kinematics, is that the more joints you have, the more possible solutions for any given position. I personally have only ever done 1 joint kinematics, and that's just simple trig, i have no idea how to do more
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TI Z80 / Re: Zedd Physics Library (BETA)« on: October 26, 2011, 11:13:05 pm »I downloaded the file, I download the program "zedd" onto my 83+, I opened it, syntax error. I used asm(, invalid error. I tried to compile it, it didn't show up. You should read the readme and all the other massive amounts of documentation I wrote to explain exactly how to use Zedd. It would explain a lot of why you can't get Zedd to 'run'. Darl explained a bit how functions work, and Zedd gives you functions to use in your own physics program. If you just want to play with the demo, go to the demo folder and send Axe.8xp to your calculator and run it with Asm() from the homescreen. |
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