Bug: when you copy/paste/restore tokens that axe replaces (Copy, Rect, Data, etc) they get changed to a Y# token.
Stuff already figured out on IRC, but I'll post it here for easy-to-find-ness or whatever the term is - only first token on the line - doesn't happen on all calcs
Not really any graphic changes in the latest version, so I'll re-post a few old screenshots
Still optimizing here and there, tho the etherpad's largely untouched The part that seems to be taking up the most space is the level generation and the graphics manipulation when a light gets toggled or changed (especially in 4-scale) so I'm working on some way to have it reference a GDB rather than a dozen-plus If statements
I made it so the game ends if the total value of the lights is equal to the currently selected light, so it should automatically end if there's just one last unsolvable one. Did you mess with the light a bit, putting the selector over it and etc?
Atm it's at 5621 bytes according to the mem menu, and I'm attempting to optimize it for size. Haven't done this for a while so we'll see how it goes http://piratepad.net/Switch
For those helping to debug, attached program that spawned the program above. You control the big circle thing. Pressing Del brings up debug info: X/Y deflated S/T velocities based off of angle Z forward/backward force Θ angle, modded to keep under 256 N/O related to drawing of the line, not really important
Spoiler For code:
Quote from: Axe
.AMOVETST THE GAME [7C82828282827C00]→Pic1 [F8888888F8000000]→Pic2 [E0E0E00000000000]→Pic3 0→Z→theta→V 10240→X→Y RepeatgetKey(15) getKey(4)-getKey(1)*3+Z→Z Z>>0?Z-- Z<<0?Z++ ... * Z>>256?256->Z Z<<~256?256->Z * ... getKey(3)-getKey(2)*2+theta→theta ... * getKey(3)-getKey(2)*2+V->V V>>0?V-- V<<0?V++ V>>64?V-- V<<~64?V++ V//16+theta->theta * ... theta>255?theta^256→theta cos(theta)*2→N**Z→S+X→X N**~2048→N sin(theta)*2→O**Z→T+Y→Y O**~2048→O Line(X/256,Y/256,N+X/256,O+Y/256) ... * 26624 18432 * ... X→I Y→J If X<<~1024 or(X>>25344) 64-theta→theta I→X J→Y End .X+26368->X .X>>25344?theta-128*~1+128->theta .X-26368->X If Y<<~1024 or(Y>>17152) ~theta→theta I→X J→Y End .Y+18176->Y .Y>>17152?theta-64*~1+64->theta .Y-18176->Y theta>255?theta^256→theta Pt-On(X/256-3,Y/256-3,Pic1) Pt-On(~4*S+X/256-2,~4*T+Y/256-2,Pic2) Pt-On(~8*S+X/256-1,~8*T+Y/256-1,Pic3) IfgetKey(56) ClrHome Disp"X ",X/256>Dec," Y ",Y/256>Dec,i,"S ",S>Dec," T ",T>Dec,i,"Z ",Z>Dec," theta ",theta>Dec,i,"N ",N>Dec," O ",O>Dec WhilegetKey(56) Pause10 End End DispGraphClrDraw End
So I'm trying to make a sort of homing missile thingy to eventually use in Essence and maybe SCB, but evidently I'm doing something wrong Prolly because I'm using routines which I don't really understand how they work or how I threw together the majority of the program at 1AM, but oh well.
Originally it was made so you control the weird missile-like thingy, but I added/took out stuff so it's full of comments