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Messages - Hayleia

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1321
Axe / Re: Simplest menu needed
« on: June 18, 2013, 04:44:23 pm »
And is "r3" the token you find in "Vars", "Left", "3", "3" and not just a "r" before a "3" ?

1322
The Axe Parser Project / Re: Features Wishlist
« on: June 18, 2013, 04:42:29 pm »
In fact, a non-smooth tilemapper is such a simple thing that it can be expressed in one line of code. Assuming that each image is 8*8 (thus 8 bytes long) and that x and y go from 0 to tilemap_width-1 and tilemap_height-1 respectively (in number of sprites, not pixels) and X and Y go from 0 to 11 and 7 respectively :

Pt-On(X*8,Y*8,{y*tilemap_width+x+tilemap_pointer}*8+tiles_images_pointer)

Of course, I just did all the work for you, but it's just to show that tilemappers are not "extremely hard" as you said :)
You forgot about the "For" command(s) but yeah, the core of it is quite simple, hence why I could write one without any experience in Axe. Maybe ahving already written a tilemapper in ASM helped me write one in Axe, but eh, how did I write one in ASM then ? Because it still was easy to deal with as long as you try. As I said, if you don't know the formula, try drawing the first sprite, then try drawing the second one, then etc, then see the formula to get all those drawing commands in a loop or two.

1323
Axe / Re: Simplest menu needed
« on: June 18, 2013, 04:27:05 pm »
The >Dec is not a ">" followed by "D" then "e" then "c" but the token you can find in the Maths menu when editing an Axe program (the second token in the list).
Sorry, I used TokenIDE to write and test that code so I did not have it written as "►Dec".

1324
The Axe Parser Project / Re: Features Wishlist
« on: June 18, 2013, 03:59:54 pm »
A menu command!!!! So you can quickly create a menu without going through all the hassle; this would be extremely useful!!!! Please do consider this Runer112!!!
A menu is not a hassle to do, on the contrary, it is a great training for beginners to try designing their own menus of course simple at the beginning. And when they become expereinced enough to actually be able to do beautiful menus, the Menu command would become useless again. So not a good idea in my opinion.

-a tutorial!!!! Axe REALLY, REALLY needs a tutorial that is made for beginners, as there are not to many GOOD tutorials for axe at the moment, which is pretty rediculous considering what a popular language it's become...
There was a tutorial in French on the Site du zéro but since the website went crazy, I don't know if it is still available. Anyways, that surely doesn't interest you since it is in French.
Now, there are "not any" general tutorial for Axe, but there are a lot of specific tutorial out there, especially on Omnimaga, like FinaleTI's "External Vars Tutorial" for example.
But yeah, a tutorial for starters would be great too I guess.

-a command for sprites such as Gif(X,Y,[],[],[],[],[] it would allow you to have up to maybe around ten sprites(of which you write in hexadecimal in the brackets and the command annimates the sprites from left to right at the X Y coordinates specified. Along with this there should be a command like GifRepeat(X,Y,[],[],[],[],[] that will do exactly the same as Gif( but instead of stoping after the animation is over it should loop around and repeat the animation forever. You could also have ones that repeat it a certain amount of times, execute it until its False and one until its true. Do consider this as it would be pretty cool in my opinion.
Would eat too much RAM if one counter should be kept for every "gif". Or if you have a counter for everyone, then just do it manually with a Pt-On(X,Y,C++*8+Pointer). As for looping, just do Pt-On(X,Y,C+1^10→C*8+Pointer) if you have 10 frames.

-an easier alternative to tilemapping(tilemapps are extremely hard)
Same as with menus, tilemaps are a good training for beginners. I started Pokemon with no experience and spent one afternoon writing a non-smooth-scrolling tilemapper. Now I just do them in 5 minutes.
Basically, you know how to draw one sprite ? You know how to make a loop ? Then you know how to draw a tilemap with two loops and a sprite drawing command. And if you don't know it, then write down how to draw the first sprite, then how to draw the second, etc, then you should see the formula appear on your paper.

-an on-calc bitmap creator; they are not worth the time to make manually
I don't know what you mean with "BitMap" but there are sprite editors out there, like AxePaint or other editor that are less outdated (I still use that one because I am used to it though).

As a general thought to your post, I would say that, in opposition with the thought people have, Axe is closer to ASM than to Basic because it gives you more freedom. For now, you saw it as "less features", but when you get used to it, it is really a good language as it is in my opinion. Some would say "meh it still gives a lot of routines, so you don't code everything like ins ASM", but yeah, don't tell me the sprite drawing routine a beginner uses is not "recycled" from someone else's code. So there, Axe is like ASM, gives you "basic" commands but the rest is up to you.

(And of course, this is only my opinion, you are free to disagree and to add your aguments).

1325
Axe / Re: Simplest menu needed
« on: June 18, 2013, 01:12:27 am »
I already gave you a code on Cemetech that produces a menu similar to the ones you use in Basic. I copy-paste it here if you want.
The only thing that interests you is the MENU routine (and the CursorForMENU routine that is needed for the first one to work), the rest being some example code to show you how to make it work.

Where in Basic you would have written this line:

:Menu("TITLE","OPTION_1",Label_1,"OPTION_2",Label2,...,"OPTION_N",Label_N)

Just write those two lines in your Axe code:

:MENU("TITLE"[00]"OPTION_1"[00]"OPTION_2"[00]..."OPTION_N"[00][25])
:Z-Test(,Label1,Label2,...,LabelN)

Now the code in itself:
Code: [Select]
.MENU

.###########################
. PRELIMINARY COMMANDS
.###########################

Fix 5
ClrDraw

.###########################
. MAIN CODE
.###########################

MENU("TITLE"[00]"OPTION_1"[00]"OPTION_2"[00]"OPTION_3"[00]"OPTION_4"[00]"OPTION_5"[00][25])
Z-Test(,Label1,Label2,Label3,Label4,Label5)

Lbl Label1
Text(0,,"THIS IS THE LABEL 1")
DispGraph
Pause 3600
Return

Lbl Label2
Text(0,,"THIS IS THE LABEL 2")
DispGraph
Pause 3600
Return

Lbl Label3
Text(0,,"THIS IS THE LABEL 3")
DispGraph
Pause 3600
Return

Lbl Label4
Text(0,,"THIS IS THE LABEL 4")
DispGraph
Pause 3600
Return

Lbl Label5
Text(0,,"THIS IS THE LABEL 5")
DispGraph
Pause 3600
Return

.###########################
. SUBROUTINES
.###########################

Lbl MENU
Text(0->r3->r2,,r1)
While 1
End!If {stdDev(r1,r2++)}-37
RectI(0,,96,6)
For(r2--)
 Text(0,r3++*6,r3>Dec)
 {|E86D7}-2->{|E86D7}
 Text ": "
 Text stdDev(r1,r3)
End
0->r1
While 1
 r1+getKey(1)-getKey(4)+r2^r2->r1
 CursorForMENU()
 DispGraph
 Pause 200
 CursorForMENU()
EndIf getKey(9)
Returnr1

Lbl CursorForMENU
RectI(0,r1+1*6,6,)
Return

1326
News / Re: C++ on the TI-Nspire
« on: June 17, 2013, 10:31:29 am »
That is very great news !
Iirc, some emulators people wanted to see ported (Sega for example) couldn't be be ported from C (because no one coded them in C) but existed in C++, so maybe we could see those emulators coming now ?

1327
TI Z80 / Re: Pokemon Topaze (Axe)
« on: June 17, 2013, 01:20:44 am »
The OS version should not have any impact. I have 2.55 on Wabbit, 2.43 on my 84+SE and 1.19 on my 83+, and there were no differences.
I think this is more an optimization fail from my part, one of those optimizations I made a while ago, saying "could you test if there are bugs ?" and no one replied, because now that I try specifically, indeed there seem to be problems with catching Pokemons.

So binly, for now, try using the 1.0.7 version which doesn't include optimizations yet. It doesn't have the Pokedex though but this is not very useful.
If the 1.0.7 version has the bug too (which I doubt), what you can do is save before going Pokemon hunting, then catch Pokemons, have the bug, quit and come back: normally, the Pokemon is in the box and your coordinates are restored as your coordinates before the hunt.

1328
TI Z80 / Re: New projet gravity guys z80
« on: June 16, 2013, 03:55:54 am »
The scrolling menu is a good idea, but it is a bit slow. Couldn't you have it scroll 2 pixels by 2 pixels instead of 1 by 1 ?

1329
Miscellaneous / Re: What is your avatar?
« on: June 15, 2013, 02:28:09 am »
And nice one Pimath. We still need a Pinkie Pie and an Applejack and a Rarity. :P
There is Applejack in my sig, I don't know if that counts.

1330
Miscellaneous / Re: What is your avatar?
« on: June 14, 2013, 09:42:56 am »
Also it would have taken me five minutes to do that Hayleia but since you did it yourself...
Yeah, it literally took me one minute. And since I was 3 minutes early on my schedule this morning, I did that. And now I applied the changes to my avatar. Thanks again by the way.

1331
News / Re: OS 3.2.4.1237 attacks nLaunch, Linux and Ndless!!
« on: June 14, 2013, 09:30:24 am »
That's absolutely awful. D: TI's taking the same route as Apple and I hate it.
TI has some kind of a reason : they want their calcs to be accepted in exams (even though as others (like Levak) said, there are other solutions than blocking everything). But Apple doesn't even have any reason.

Anyways, the thing that shocked me is not that TI still didn't change their mind about that stupid idea of blocking everything, but the fact they made that update just before the French exams without providing a way to unbrick a calc one could have tried to downgrade.

1332
Miscellaneous / Re: What is your avatar?
« on: June 14, 2013, 01:16:42 am »
Thanks ! I can give you one without the colored absol if you want, though it gave me a hard time because I don't know how to use my tools properly. :P Do you also want the transparent background?
Well yeah, if you have time or feel in an artistic mood again, you can edit it again to have the absol non-colored. As for the background, colored or transparent is quite the same as long as the chosen color is a plain color (read, not a gradient or something) so make it transparent if you want.

I can understand that you don't want to do it though, so I can do it my self too if you want.

edit here, I did it myself finally. I just have to choose it as an avatar now.

1333
Miscellaneous / Re: What is your avatar?
« on: June 13, 2013, 01:10:34 am »
I felt a somewhat artistic mood tonight so I decided to dub your avatar a bit, Hayleia. Looks like it turned out pretty well. :D
Plus the girl actually looks like she wears something now. :P
Not bad, especially for the horn and the clothes even though I kind of preferred the Absol in outline mode. I still could use your work for the clothes though. I guess I'll have to change my avatar again when I have time.

1334
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: June 12, 2013, 01:25:13 pm »
The problem with ticalc is the waiting between the time you upload your file and the time it is being approved. Of course, you still should upload it to ticalc.org, but you can also attach a file to one of your posts (preferably the first post of this topic so the file can be found easily) so we can access it without waiting for it to be approved.

Also, there is an "edit" button to edit posts so people don't double post all the time. Double posting is allowed if your new post is 6 hours or so (or maybe one full day) after your previous post, or if you make an update. I guess this time it is okay since you made an update, but I was just telling you in case you didn't know.

1335
TI Z80 / Re: New projet gravity guys z80
« on: June 10, 2013, 08:31:13 am »
I think you didn't know about this but squidgetx already started this game a while ago. I don't think it was finished though.

Also, why do you want to "copy" the style from Chockosta's game ? Why not making (well, trying to make) it look like the original game on Android and iDevices ?

Other than that, good luck for your project.

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