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Messages - E37
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151
« on: March 12, 2017, 09:35:41 am »
I'd agree with Sorunome, but you might have to chain hooks. I would use a hook since it is more flexible and you don't run the risk of screwing up the os. Either way, once you are finished post your code!
152
« on: March 05, 2017, 05:35:05 pm »
153
« on: February 23, 2017, 06:21:44 pm »
Looks really neat! How long did it take you to make it? I would make it so that you can't see all the ores that you haven't mined to.
154
« on: January 31, 2017, 06:38:30 pm »
Thanks. What is it supposed to do? What part is being left out?
155
« on: January 30, 2017, 12:36:27 pm »
Are you using zStart? That can cause problems. Send me your source if not. I can try to fix it.
156
« on: January 24, 2017, 03:55:40 pm »
Zeroing a matrix? easy just do :Fill(PointerToMatrix,Width*Height,0) That will fill the matrix with zeros.
157
« on: January 15, 2017, 05:13:35 pm »
7632: You have crashed you calc (and had to pull a battery) at least 3 times in the past day.
158
« on: January 15, 2017, 05:09:55 pm »
If you are looking for some cool art programs try this one. It makes a different spiral if you are in degrees or radians. (and it is under 80 bytes)
159
« on: January 15, 2017, 05:06:41 pm »
You look good for the most part! The clrHome's aren't necessary. The GoTo 1 isn't needed either, since the program just passes over them. The delVar's aren't really needed anyway. It would be a good idea to delete the strings, but the letter vars don't matter. You could probably do something to compress str4... it is pretty huge. I'm not exactly sure what you are trying to accomplish, but would this work?
For(X,0,500) If randInt(0,1):Then Line(randInt(Xmin,Xmax),randInt(Ymin,Ymax),randInt(Xmin,Xmax),randInt(Ymin,Ymax)) Else Pt-On(randInt(Xmin,Xmax),randInt(Ymin,Ymax)) End End
That should generate random lines and points on the screen.
160
« on: January 15, 2017, 04:50:36 pm »
Some of the 83/84 have crappy lcd drivers with different amounts of delays. The program is probably trying to write to the lcd before it is ready, so that byte isn't written at all and the byte after it takes its place. I'm not sure how lcd fix does it, but it definitely does help. I guess it is like having a game for the 84+ that is designed to run at 15MHz being forced to run a 6MHz on an 83+. It is bound to cause problems.
Hope that helped!
161
« on: January 03, 2017, 03:22:13 pm »
I switched pic1 and pic2 and it worked fine for me. You can replace DispGraphrr:ClrDrawr:ClrDraw with :DispGraphClrDrawrr Thanks for the advice E37! That fixed the colors in the wrong places. However, I noticed that the dark gray wasn't well defined from the black, so I did some screwing around and found that if you do :DispGraphClrDrawrr after pic1 and after pic2, It's perfect! Problem solved. I'm sure to implement this into some game down the line. Thanks for the help!
Glad to hear it! I don't know why that fixed the grey problem. It should look exactly the same. (are you calling it multiple times in the loop?) Try adjusting your contrast, that should make the dark grey more distinct. If you didn't already know, you can do that with the Shade(EXP) command. Shade(Shade()) will return the contrast to what it was before the program started. If you haven't already tried it, interrupts work very well with greyscale.
162
« on: January 03, 2017, 01:48:01 pm »
Here's the source code for it: :.TEST : :[FFFFFFFF00000000]→Pic1 :[F0F0F0F0F0F0F0F0]→Pic2 : :Repeat getKey(15) :Pt-On(0,0,Pic1)r :Pt-On(0,0,Pic2) :DispGraphrr :ClrDraw :ClrDrawr :End It was just meant to be a test to see how it worked. It was just suppose to draw a black square, a dark gray square, and a light gray square. The funny thing is, I got it to work a long time ago, but I forgot how I did it and the code got deleted.
As for GrayLib, I think I'll check it out.
I switched pic1 and pic2 and it worked fine for me. You can replace DispGraph rr:ClrDraw r:ClrDraw with :DispGraphClrDraw rrClrDraw rr also works
163
« on: December 29, 2016, 12:56:46 pm »
I just finished beating the game. Woah! It was AWESOAME! I just have a couple of bugs to report. When you use the hookshot, it can pull you partly into a wall. It doesn't do anything bad (you can't walk though walls then) but Ruben IS partly inside a wall. The other is a little more serious. If you collect a special item (like swimsuit) save the game, and then start a new game, you will still gain the effect. I noticed this when I loaded my beaten game, created a new one, and was able to swim in shallow water! The inventory doesn't report me having the swimsuit though and when I reloaded it I could no longer swim. It appears that buying elxir inside the Ailreon shop is free. While the text says it is 100 gold, my gold doesn't go down when I buy some. All the other items have normal prices as far as I can tell. Other than that, it is a really awesome game! I was blown away!
164
« on: December 24, 2016, 05:58:01 pm »
Well... I have a couple more thoughts.
A function that adds/subtracts and expression to a variable. It is like ++ and -- but with an amount defined by an expression. I was thinking EXPRESSION+ -> VARIABLE and EXPRESSION+ +> VARIABLE. While this wouldn't save any space on uses like: 5+ -> A, It would save the need to re-evaluate in cases like this: {A+4}+5 -> {A+4}
I know that some of the math functions on 1.3.0 are broken. Would it be possible to replace those with the working functions from 1.2.2a and still keep the speedy compile time?
Perhaps Axiom like parsing of assembly hex code inside the program? The command AxmAsm(HEX) could allow for the same replacing of labels with their correct address and the calling of axe functions (If that wasn't already avaiable)
Redoing the boxplot tokens to andr orr and xorr would be really nice so that it is easier to tell their function.
An improved text routine would be awesome! Displaying Text with Axe's Pt-on is faster than the Os's version (I tested) and I am sure that faster text would be handy in games. (I don't know about numbers)
Better constant support! Adding built in constants like the location of the pen and cursor would be handy. (but not really needed)
The ability to have a more general Select( that works on all commands would be nice. It would be nice if all commands returned a value. Even if that returned value is garbage, it should be up to the programmer not the parser to know what to use. That would fix the Select problem of course!
I don't know how to implement this, but allow a subroutine to know how many arguments were used to call it would be nice for using default values and overriding if no input is given. This would be really handy in libraries.
Like I mentioned before, "Run after compile" would be really nice. I think the reason is pretty obvious.
While it isn't a feature, I would like to know how Axe decides to do custom token replacements. Does it simply check if the os is in program edit mode and check the first bytes of the edit buffer? Or something more in depth? I would like to know so I can trigger the custom tokens in my programs without having to check each token.
Please tell me if any of my ideas don't make sense! I can supply assembly code for most of the ideas if you want. Thanks!
165
« on: December 24, 2016, 04:49:01 pm »
Interrupts would probably solve the problem. They can trigger multiple times in a loop. The only problem is that they will probably occur more often than you want, so you will need a control variable. Here is some example code:
.TEST
fnInt(INTERRUPT,6) //turns on interrupts and sets them to slowest speed .Loop While 1 // the body of the main loop 3->I // how many times you want the interrupt code to run per main loop (I chose 3)
.Some game code here
EndIf getKey(15) //end of main loop Return
Lbl INTERRUPT ReturnIf C++^5??I-(=/=0) -> I =/=0 //return if the interrupt has occurred recently (It only runs every 5 times in this case - a higher number here means it runs less often) If it should run this time, decrease the number of times it needs to run in this loop or return if it is already 0 .Code that needs to run multiple times per loop Return
That is my attempt to explain interrupts. If you are confused, try looking at a more in-depth tutorial.
Hope that helps!
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