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The Axe Parser Project / Re: Which Axe version do you use?
« on: September 26, 2011, 03:07:43 am »
Me too! Yay!
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. 991
The Axe Parser Project / Re: Which Axe version do you use?« on: September 26, 2011, 03:07:43 am »
Me too! Yay!
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Graviter / Re: Graviter« on: September 24, 2011, 07:23:04 pm »
You really are putting that rope lib to good use It looks epic! I especially like the new title screen
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Axe / Re: Axe Q&A« on: September 24, 2011, 02:17:26 pm »
Oh interesting, so FlipH() can be used recursively? I guess that's because it works with each byte individually huh, well very clever ^^
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Axe / Re: Axe Q&A« on: September 24, 2011, 02:10:03 pm »flipH(flipV(Pic1)) should work. Axe says that these functions can't be used recursively You would need to copy the data in between each flip 995
Axe / Re: Pulse width modulation« on: September 24, 2011, 04:52:25 am »
Note that you will have to reset A every itteration, or else once it gets to r1, it the while loop will only execute once after that. You could also decide to set A to r1, and decrement A instead of incrementing it, and use an End!IF A, which would make it slightly faster I believe.
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Axe / Re: Pulse width modulation« on: September 24, 2011, 04:37:28 am »
Maybe use a simple for loop for your delay? For loops are pretty fast so it would give you some of the highest control of the possible delay.
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TI-BASIC / Re: Text Command Erasing Pixels« on: September 23, 2011, 09:10:43 pm »
Use pixel-test() to determine the color of the pixel
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TI-BASIC / Re: Text Command Erasing Pixels« on: September 23, 2011, 08:00:47 pm »
Oh whoops yeah i meant Pt-Off(X,Y,2) I forgot which number was which And there is no direct way to read the flag, but you can test it by simply displaying a pixel, and then display a space above it, then detect if the pixel was erased or not
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TI-BASIC / Re: Text Command Erasing Pixels« on: September 23, 2011, 07:38:53 pm »
If you use Pt-Off(X,Y,3) you might be able to turn it off pretty quickly using only a few hardcoded commands
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TI-BASIC / Re: Text Command Erasing Pixels« on: September 23, 2011, 06:07:06 pm »
It means the Mode menu, if a calculator visits the mode menu, a flag is set that makes text erase the pixels beneath it. Visiting a menu such as the table selection, or the metrix editor resets the flag. On the newest OS however, there is no way to reset the flag, which can be annoying to games that rely on the text not having the erasing underneath.
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TI Z80 / Re: Essence« on: September 23, 2011, 02:44:24 pm »
Looking very sexy! Can't wait for tilemaps to be implemented into that amazing backdrop ^^
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TI Z80 / Re: Metroid Ethos« on: September 23, 2011, 02:24:03 pm »
Ahhh I didn't catch that you were making a game *based* off your adventure map, not the other way around. Still looks awesome though
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TI Z80 / Re: Zedd Physics Library (BETA)« on: September 23, 2011, 02:22:38 pm »
But its not compatible :O It needs the sub functions or else it can't work with the demo :O
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TI Z80 / Re: Metroid Ethos« on: September 23, 2011, 02:20:37 pm »
Looks awesome! I'm a big fan of Minecraft adventure maps, even making some of my own, and so this looks like it would be really fun What kind of gameplay are you planning for it?
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TI Z80 / Re: Zedd Physics Library (BETA)« on: September 23, 2011, 04:09:26 am »
I think what I'll do is just prevent the rope from contracting further once it reaches too much resistance or gets stretched to long.
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