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.
Messages - Darl181
Pages: 1 ... 182 183 [184] 185 186 ... 253
2746
« on: March 21, 2011, 07:03:18 pm »
So we know how to make fire from Builderboy's tutorial. .Axe ClrDraw [FEFDFBF7EFDFBD7F]->Str1 //Each Byte here has 7 bits set and 1 bit not set (like FE is 11111110 in binary) //This is so that we can erase a random pixel, since Axe has no built in way to do that Line(0,63,95,63 //the pixels to catch fire, explained a little later
Repeat getKey(15) //until we press clear
For(F,L6+12,L6+767 //loop through all of the screen pixels except the last 12 {F} and {rand^8+Str1}->{F-12} //take the byte, use AND to erase a single bit from it, and then store it into the byte directly *above* it End //this makes it so that as the byte rises, each frame a pixel is erased from it
DispGraph
End
Today, after some experimenting, I figured out how to make water. .Axe ClrDraw [FEFDFBF7EFDFBD7F]->Str1 //Each Byte here has 7 bits set and 1 bit not set (like FE is 11111110 in binary) //This is so that we can erase a random pixel, since Axe has no built in way to do that Line(0,0,95,63 //the pixels to catch fire, explained a little later
Repeat getKey(15) //until we press clear
For(F,L6+12,L6+767 L6+755→F While F-L6 //loop through all of the screen pixels except the first 12 F-1→F {F} and {rand^8+Str1}->{F+12} //take the byte, use AND to erase a single bit from it, and then store it into the byte directly *below* it End //this makes it so that as the byte drops, each frame a pixel is erased from it
DispGraph
End voilà, it's water.
2747
« on: March 20, 2011, 08:35:27 pm »
Ok, now I know what to add next: an options menu. Ideas so far: In the game: Speed Controls In the editor: overwrite on/off wraparound on/off manage levelset level password
What else would you like to see?
2748
« on: March 20, 2011, 08:11:09 pm »
I added more stuff to the list, up to before page 126. Lots of stuff that's not in the last five pages I was looking for when axe 050 was released, but there's stuff before that as well EDIT: there's a routine index, maybe there could be an index for this?
2749
« on: March 20, 2011, 07:50:55 pm »
That's one of the tokens, iirc I'm guessing he meant ► like ►Dec
2750
« on: March 20, 2011, 07:49:30 pm »
Starting from really far back... Quigibo: if possible can axe eventually have a Select/Switch case structure? Y'know like in C/C++/Java/all that good stuffz Maybe like:
Switch(X) Case 1 1->Y Case 2 3->Z Case 5 X-Z->Y Case Else Sin(Cos(Sin(Cos(X))))->Y End
the ability to retrieve the address of our labels. How about using the L token? Like LLB?A to store the address of label LB to A.
How about a command like TI Basic's Stop. More info here: http://ourl.ca/8403/169341 An "Exit" command.
When we go in compilation menu, it could be nice to put the last source compiled at the beginning of the list. What do you think ?
2. Did anyone ever request a Axe( command? 3. Are there special getkeys for stuff like 2ND+MODE, or do we have to set a variable when 2ND is pressed?.
A switch statement for generating optimized assembly using vector tables would be very used, indeed.
Trinary operators! It would work great in Axe since it relies so heavily on HL. Not sure if it's too late to suggest something so big, though.
alternate steps for For() loops, the same way it is in BASIC?
Can the instant goto be made compatible with CalcUtil's "save screen" option? The save screen is when you quit out of the program editor it asks if you want to save changes or not, very useful but it causes crashes with axe
Quigibo, if you are implementing Switch statements, can you include support for Strings?
While we're at it.. I also suggest adding optimized string comparison functions
An option to disable the token swaps when editing source.
a Symbol Table. In other words, I want to define memory locations other than L1-L6 as alpha-numeric symbols. For example, this:
GetCalc(Str1, 768) -> {L1+700}r ...code... Pt-Off(2,5,Pic1)->{L1+700}r Copy(L6, {L1+700}r, 768
becomes this:
#Define(BUF,L1+700 GetCalc(Str1, 768) -> BUF ...code... Pt-Off(2,5,Pic1)->BUF Copy(L6,BUF,768)
ASM programmers can do this, so why can't we?
First that the Axe-specific entries in the catalog are implemented in the alphabetical order, so that tey're more easy to find. And second a option to compile a progam directly using a menu entry for example in the program menu.
maybe a possible Lite-Axe program that compiles very simple programs on the fly O.o
I think it would be cool if someone made an app kind of like TI 83 Plus Catalog Help, except with Axe commands instead of TI-Basic.
4*4 sprites. Instead of it always having to be 8*8 and doing, say, [F09090F000000000], something like [F99F] would be just a square, and only a square.
I still want 8*y sprites that can be any height sometime. For instance, 8*4...
Changing some of the drawing commands so that they work with the back-buffer/arbitrary buffers, like Text() and Circle().
some sort of sign function that would return the sign (65535, 0, or 1) of a number? Too bad sign{} is already in use though...
maybe a Vertical +2 using a number to tell the parser how many pixels to shift?
Drawing to an arbitrary buffer would be really useful IMO.
Pixel testing an arbitrary buffer would also be fantastic.
A Bitmap( command that draws to the buffer, and a Pt-Mask command with custom height and width, for example Pt-Mask(xpos,ypos,hex,height, width) (cursive is optional argument)
I would also like to be able to read/write to bits instead of just bytes and nibbles.
Like previous post, edited out some extra stuff in posts
2751
« on: March 20, 2011, 07:18:21 pm »
1439: You successfully revive three threads in a few hours
2752
« on: March 20, 2011, 06:49:16 pm »
Yeah, I think the story is the woman in the wheelchair has some brain disorder that makes everything sound like singing... "I was shot!" "Check the poo!"
2753
« on: March 20, 2011, 06:40:27 pm »
1437: you have an MSD8X flash drive 1438: It takes you half an hour to organize said drive (very true story )
2754
« on: March 20, 2011, 06:36:11 pm »
Updated mine, to-do list is now up to date (and has colors yay) and I put some excess stuff in the spoiler.
EDIT: 911 posts...woot?
2756
« on: March 20, 2011, 05:57:34 pm »
You press mode and the screen turns off until you press on. It was called a teacher key iirc.
2757
« on: March 20, 2011, 05:55:02 pm »
Not by your level, I think he was just screwing around with it. Next day, in math class...
2758
« on: March 20, 2011, 05:43:15 pm »
:Asm(EF0850 Is that what super mario 1.2/2.0 do when you press MODE? I'm kind of shooting for an effect like that
2759
« on: March 20, 2011, 05:18:46 pm »
Ok, I'll just stick to letters then Thanks anyway
2760
« on: March 20, 2011, 05:17:30 pm »
Someone should probably make a list of some sort of all these requests, it's hard to tell what's added and what's not, also some things get kind of buried and not found
Pages: 1 ... 182 183 [184] 185 186 ... 253
|