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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. 932
Axe / Re: Help with tilemap collision?« on: January 08, 2012, 01:29:56 am »
When you draw the tiles, you can have it check for a tile with 0 as a value and if so draw a sprite there.
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The Axe Parser Project / Re: Bug Reports« on: January 08, 2012, 01:18:25 am »Also, I've had a few problems with the instant goto. I'd get err:parenthesis and goto. Editing is fine, but once I quit some program or another will sometimes have an edited name (ie one time the archived program "SDOTRUN2" became SDOTRU►2"). thepenguin's archive cleaner fixes it, btw, but it's still kind of concerning..This just happened again in Axe 1.1.1. I can't get wabbitemu to replicate it, but it changed prgmSPRITES to prgmSPRITE► . Evidently it's not just Err:Parenthesis, this time it happened on an Err:missing program. The program whose name was corrupted was in the archive, btw. I think it was the previous time, too. Edit: Just noticed this corruption is six letters into the program name as well. 934
Axe / Re: Axe Q&A« on: January 08, 2012, 01:07:27 am »
No, Text() can only write to L6. It's hard-coded into the routine.
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TI Z80 / Re: Super Crate Box« on: January 07, 2012, 01:56:04 am »
Sorry about the slow pace of updates over the past week or so...over the break things have been pretty busy at home
In any case I should be able to get back in the game within the next week, with school I'll actually be able to get some coding done \o/ Doesn't make much sense, but it's what happened last year so yeah =P I may or may not make a complete port of SCB, mainly because my mind's kind of moved on to Essence and I keep finding myself thinking up planet names, plotline, bonuses and etc. No more details on that...yet 936
Axe / Re: Axe Q&A« on: January 06, 2012, 11:07:01 pm »So [AA00AA00AA00AA0032BB32BB32BB32BB] is equivalent to [AA00AA00AA00AA00][32BB32BB32BB32BB]?Yes. 937
Axe / Re: Axe Q&A« on: January 06, 2012, 10:18:13 pm »
Pt-*() displays the next 8 bytes after the pointer. So, if you wanted that to display them, one after the other, you would have to display it 8 bytes at a time:
[AA00AA00AA00AA0032BB32BB32BB32BB]→Pic1 .stuff, etc Pt-On(X,Y,Pic1) Pt-On(X+8,Y,Pic1+8) 938
Elimination / Re: Elimination Test Version #1« on: January 06, 2012, 06:41:21 pm »
I'm not sure what caused Hayleia's crash, but I'm wondering if it has to do with this?
Spoiler For img: 939
Humour and Jokes / Re: Juju in danger?« on: January 05, 2012, 11:02:08 pm »
I guess nyan cats wouldn't be too bad, you'd just have to make sure they don't run into stuff
(also double rainbow(s)..) 940
Humour and Jokes / Re: Rickroll'd« on: January 04, 2012, 08:15:56 pm »You know someone's gonna do it sooner or later... 942
Elimination / Re: Elimination Test Version #1« on: January 04, 2012, 01:07:05 am »
The same has happened to me, I guess it sticks the level name in the "pause" menu
Tho for me, on a 84pbe, it didn't freeze when I selected the first option..haven't tried loading yet. Actually I haven't tried the newer version with more ammo yet..aside from calibration being saved did anything else change? 943
News / Re: TI-84 Plus Pocket SE« on: January 03, 2012, 07:19:05 pm »
We don't know, I guess wait and see if and when it happens
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News / Re: TI-84 Plus Pocket SE« on: January 03, 2012, 07:03:52 pm »
I think he means the site linked to in the first post.
(direct link to index http://education.ti.com/educationportal/sites/ASIA/productCategory/asia_graphing.html ) So, this one doesn't have a slide case either? 945
Elimination / Re: Elimination Test Version #1« on: January 02, 2012, 08:08:58 pm »
How do you unpause, btw? I can't seem to figure it out
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