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Messages - Scipi
Pages: 1 ... 118 119 [120] 121 122 ... 139
1786
« on: June 22, 2011, 12:17:00 pm »
I've only had a few lucid dreams. The last one I've had involved me dieing and roaming the afterlife, which strangely enough, was only a collection of ~20 buildings in neat, orderly rows. I want to learn how to lucid dream in order to make Astral Projection easier.
1787
« on: June 22, 2011, 12:28:38 am »
Can you connect it to your computer? You should be able to navigate to it and recover the files manually. I did that for my iPod recently when it went through the wash and got fried.
1788
« on: June 20, 2011, 11:02:19 pm »
I have deja vu experiences frequently. My sister does too. I think this has scientific implications particularly with how our minds relate to higher dimensions. (String theory predicts at least 11 and we only understand the first 4) Who knows what effect those higher dimensions have.
1789
« on: June 20, 2011, 05:48:42 pm »
More than a bit of a necropost but I am going to revive this project. I have recently finished (more or less) a utility that'll help in creating maps (which was the most tedious part and the thing that delayed this project the most)
1790
« on: June 20, 2011, 04:25:20 pm »
chars work for small ints from -127 - 128 or 0 - 255 no ints go above or below that, or they shouldn't.
you could try declaring your char arrays signed to make sure -1 won't mess them up.
I tried and it didn't work. This wasn't giving me a problem before just it was doing weird things with the input. I'll try int. EDIT: I figured out what was making it crash, it wasn't initializing correctly! When I changed the "read" code I didn't change the initialize code to use the same expression! Now all that's left is to fix a new drawing glitch which now has it drawing at wrong squares. But that should be fixed easily. ^^ EDIT 2: Fixed the draw glitch, same thing except with input code. ^^' The program is now working perfectly thank you guys for being such a great help!
1791
« on: June 20, 2011, 04:15:37 pm »
I thought char was 1 byte, int was 2, and long was 4
int and long int are the same. short int is 2 bytes EDIT: ninja'd
1792
« on: June 20, 2011, 04:10:03 pm »
chars work for small ints from -127 - 128 or 0 - 255 no ints go above or below that, or they shouldn't.
1793
« on: June 20, 2011, 03:41:50 pm »
I think I use tiles as the memblock and array as the pointer. &tiles[0] gets me the address of where the memblock begins. This is to pass the address as an argument to the save() and load() functions. "*(array + x + (x * y))" in the initializing part needs to be changed to "*(array + x + (x * yy))" I did that and it crashed at that part, I also changed it to *(array + x + (y * yy)) afterwards, which I think is actually the correct expression in this case. I could try to use tiles[x + (y * yy)] instead though and see if that works.
1794
« on: June 20, 2011, 03:05:03 pm »
Yes memblock[0] and [1] are size. My bad. memblock[x * y + 2] and memblock[x * y + 3] are written to when they shouldn't be. Ok I see, yeah that might be a problem. *(array + x + (x * y)) should be
*(array + x + (x * yy))
I see where you're going with this and I see how it is causing the errors. But it's crashing every time I input the map size and it "initializes" the map.
1795
« on: June 20, 2011, 02:18:30 pm »
No that's for saving the map. memblock[0] and memblock[1] are for map size in tiles.
Also,
for(int i = 0; i<size; i++) { memblock[i+2] = *(array + i); }
Writing begins at memblock[2]
Saving and loading work fine though, oddly enough provided the hex in the file is messed up.
This is the write code into the memblock:
if (Input.IsMouseButtonDown(sf::Mouse::Left) || Input.IsMouseButtonDown(sf::Mouse::Right)) { sf::Vector2f MousePos=App.ConvertCoords(Input.GetMouseX(), Input.GetMouseY()); x=MousePos.x/64; y=MousePos.y/64; if (x<0) x=0; if (y<0) y=0; if (x>xx-1) x=xx-1; if (y>yy-1) y=yy-1; if (Input.IsMouseButtonDown(sf::Mouse::Left)) *(array + x + (x * y))=selectedimage; else if (Input.IsMouseButtonDown(sf::Mouse::Right)) *(array + x + (x * y))=selectedimage2; } And this reads from the memblock to display:
// Draw stuff on main window for (y=0; y<yy; y++) { for (x=0; x<xx; x++) { if (*(array + x + (x * y))==-1) continue; imgs[*(array + x + (x * y))].SetPosition(x*64, y*64); App.Draw(imgs[*(array + x + (x * y))]); } } // Draw stuff on the image list for (a=0; a<numofimgs; a++) { imgs[a].SetPosition(0, a*64); App2.Draw(imgs[a]); } Selection.SetPosition(0,64*selectedimage); App2.Draw(Selection); Selection2.SetPosition(0,64*selectedimage2); App2.Draw(Selection2); // Update the window App.Display(); App2.Display(); }
1796
« on: June 20, 2011, 01:00:57 pm »
http://pastebin.com/eZmfPZMKI think the root reason is because I am using memblocks but when I try to "draw" using this, it creates a mirror image of what I draw and when I look at the map file it generates in a hex editor it's all weird and wrong. Here's what it draws when I make an "X" with the two brushes.
1797
« on: June 20, 2011, 11:32:00 am »
There should be an "other" option in the poll
1798
« on: June 18, 2011, 05:38:39 pm »
If anything I don't think Atari would ever hear/care about a calculator port of their games. Especially since it's under a different concept.
1799
« on: June 18, 2011, 05:34:48 pm »
I might throw in an IDE or two. If TiDE is finished you should add it in Is it possible to add in Chrome and Wine?
1800
« on: June 18, 2011, 05:28:45 pm »
So the kinect sdk came out today. Im playing around and using some XNA too. i got it to run a wireless kinect setup on my laptop so i scroll and use my laptop all by motion sensing though
I've heard of the kinect SDK being released but I didn't know it came out so soon! * HOMER-16 looks up info about the SDK Does it cost anything to academics? I didn't see anything about prices.
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