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Messages - Hayleia

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271
Humour and Jokes / Re: I didn't know Windows 8 was available in 1981
« on: August 03, 2014, 03:45:03 am »
EDIT: I myself believe the words are untrue, but I showed this to a very opinionated person
Same here. I agree that at least 70% of Windows 8 is completely useless, but the remaining 30% can do things that Ubuntu (which is supposed to be the "all in one, everything works" distro) doesn't manage to do.
Of course, there are also things that Linux can do and that I would never have the idea to try on Windows, so I'd say that they are different, not that one sucks and the other one is awesome.

272
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: August 03, 2014, 03:33:30 am »
7005: You try to follow all Omni members on Google+
Seems like you missed me :P

273
The Axe Parser Project / Re: Features Wishlist
« on: August 01, 2014, 01:02:02 pm »
And, talking about memory, why not also add a way to save the program's self changes from $9D95 to the compiled program ? It can be usefull for people developping games, instead of using an appvar only for the two bytes of the best score !
If you use a smart shell that supports writeback, which is I guess the case for most people playing ASM games, you don't need to worry about making your program do that writeback itself ;)
A lot of Axe programs use writeback for saving, they don't all use appvars.

And I kept the best for the end : to implement a "Menu(" function, by using the OS's DIALOG bcalls ! I know you probably already thought of it, and it may be very complicated, but it's an important and so useful command ! I saw an amazing use of these bcalls in Brandonw's calcstuff, in the compressed folder "ddemo.zip", described in "dialogNotes.txt"... But it would be great to have at least the equivalent of the TI-Basic "Menu(" command.
I think the problem is not that it is complicated, but more that it is a good learning experience for beginners to make their own menus, and not a good experience for non beginners to have an ugly menu in their program when they can have an awesome wheel such as that in TinyCraft :P
But it's true that for debugging purposes at least, having a "fast" menu command would be great :)

274
The Axe Parser Project / Re: Features Wishlist
« on: August 01, 2014, 11:06:42 am »
Nevertheless, it's always better (for the speed and for the program's size) to have the exact function needed. See spoiler.
In my opinion, Axe is some kind of ASM helper. As in you use it to make ASM programs without necessarily always writing ASM. Which means that when you absolutely need speed, you use Asm() (which is what you mentionned in your other post, and what I did in AudaciTI). And as in you make programs in Axe and optimize them until you know how everything works on the ASM side, then you can switch to ASM.

That works the other way round to for the first "As in", as in you use ASM when you can't use Axe. In other words, they are fellow languages that can be used together.

But what you say here it completely true for pure Axe programmers.

By the way, Robbox seems to be a good game :) I'll try it.
Erm, it is not finished yet so you'll probably be disappointed :P
I should get the same horizontal scrolling as the one I used in Flappy Bird btw, without white colums on the sides.

Also, sorry for forgetting my duty.
Welcome to Omnimaga Zemmargorp.
You can introduce yourself here if you didn't already :)

275
The Axe Parser Project / Re: Features Wishlist
« on: August 01, 2014, 09:45:59 am »
And to improve the datas, I think it could be great if we were able to make datas with binary values. To differentiate them with hexadecimal values, you could add the prefix "pi" to the data, like "pi[0101101010011001]->GDB1".
This is already possible with Data(pi00101001,pi11010011)→GDB1

I have an idea to improve the drawing functions... I think that games made with Axe Parser are sometimes slow, especially when they use grayscale graphics on a TI-83+, without the "Full" mode. So why not adding new drawing functions like "Pt-On(", "Pt-Off(", etc. but wich draws sprites only on full bytes of the buffer, each 8 pixels, for 0<=X<=11 ? These functions could be accessed by adding a letter to the other drawing functions' name, "C" for example (stands for "column" and "clipped"), and could be named "CPt-On(", "CPt-Off(", "CPt-Change(", "CPt-Mask(", "CPt-Get("... Also, you could add "CHorizontal +/-" and "CVertical +/-" to move the screen by 8 pixels. I wrote all these drawing functions in assembly if you want (although they may not be fully optimised).
I am not really convinced that the slowness only comes from the drawing commands. Or more, I am not convinced that changing them to be more specific would improve the speed that much. Watch for example Robbox running, I don't think it is that slow even though it uses 4 lvl greyscale, and runs at 6 MHz (without Full).

Both CVertical commands can be written in Axe with a Copy by the way. One CHorizontal can also be written with a Copy in a loop (see spoiler).

Spoiler For Spoiler:
L6+1
For(64)
 Copy(,-1,11)+1
End

276
[FR] Hors-Sujet / Re: Traductions à la con(combre)
« on: August 01, 2014, 03:46:09 am »
J'ai mis mon téléphone en anglais donc ça me pose pas trop de problèmes. :P
Moi aussi mon téléphone est en anglais. Donc le Google Play est en anglais. Par contre, l'Amazon Market est en français -.-
Pour la longue histoire, mon premier Android a été importé de Corée (n'existait pas en France) et n'avait que coréen et anglais comme choix de langue. J'ai donc mis anglais. Mon téléphone est arrivé un an après mais je trouvais ça bizarre en français du coup, j'avais l'habitude d'Android en anglais :P

277
TI Z80 / Re: Calcopoly!
« on: July 31, 2014, 09:10:35 am »
Why don't you make the S get more outside of the vertical bars ? It makes it more obvious that it is a S behind bars for $ in my opinion. Plus, it makes the circle feel less empty.

278
[FR] Hors-Sujet / Re: Traductions à la con(combre)
« on: July 31, 2014, 06:36:42 am »
Lol, c'est génial :P
Ça me rappelle une application sur l'Amazon market qui s'appelait "Keep Calm Generator", qui génère des mèmes "Keep Calm", et qu'ils ont traduit en "Gardez Générateur Calme" -.-°

279
ASM / Re: Mimas and ASM
« on: July 30, 2014, 04:10:51 pm »
And if a forum search fails, you can also ask on the forums :)

280
ASM / Re: Mimas and ASM
« on: July 30, 2014, 11:18:29 am »
http://clrhome.org/asm/
There is a web environment for z80 assembly development.
Not sure if it is his case, but sometimes people want to avoid online solutions. That is my case for example since I can't have a reliable connection in a train, and I spend 6 hours per week in trains (except during holidays).

As for your comment about there being code already in the 28 days tutorial, of course there is code, how else would they show you how to program in it?
I think he meant that there is already code in MIMAS when creating a new "project", not in ASMi28d. Not sure though.

Since you are very new to programming, I'd suggest starting with Axe instead of trying to jump straight into assembly. Programming in assembly is a very different beast then programming in any other higher-level language.
I'd indeed suggest that too, but reading (not necessarily following, just reading) an ASM tutorial can help understanding low level "objects" used in Axe too. I don't know what would be the best time to read it, maybe after some weeks of basic Axe.

281
The Axe Parser Project / Re: Scaled sprites axiom
« on: July 29, 2014, 01:27:58 pm »
I confirm that the other three work but ZoomRcl now says Invalid Token.

282
The Axe Parser Project / Re: Scaled sprites axiom
« on: July 29, 2014, 07:02:22 am »
Bug report ! :P

Zoom In works.
Zoom Out works.
ZoomFit doesn't compile, says "Invalid token" and jumps to the first comma in the line starting with ZoomFit (in the sample program above, it is the comma just after the "32").
ZoomRcl doesn't compile either, says "Invalid Axiom" and jumps on "ZoomRcl" (not on "#Axiom(SCALESPR)").

Here's a sample program (in attachement to) if you want to test (yeah, I know the calculation of F could have been in the Zoom line but this one is already long enough, and it's just a program for testing :P). Just replace the "ZoomXXX" with the token you want.
Code: [Select]
.AA
Axiom(SCALESPR)

256->F
While 1
 max(min(F+getKey(4)-getKey(1),256),1)->F
 Zoom In 48*256+32,16*256+2,F,[FFFFFFFFF003F803DC03CE03C703C383C1C3C0E3C073C03BC01FC00FFFFFFFFF])
 DispGraphClrDraw
EndIf getKey(15)

283
Art / Re: [Request] Sprites based on Ikaruga ships
« on: July 29, 2014, 04:00:12 am »
The big ship, in a symmetrical version, with no ball, and the ball at the bottom :)
Light and Dark.

Beware when you add your magenta, there are transparent parts in the ship (at the bottom, where you see the sort of cross).

edit changed the dark version a bit.
edit changed the light version a bit too.

284
Art / Re: [Request] Sprites based on Ikaruga ships
« on: July 28, 2014, 05:21:36 pm »
Is Kirby okay ? :P
I think you didn't realize that Kirby needs a lot more spriting than Fox :P

You should be able to make up the parts under the spheres (I guess it's the same texture as the rest of the ship), or maybe watch a video of a normal gameplay and pause or whatever.
Yeah, I saw what's under, it looks like a grid.
But those big ships need to be symetrical, right ?

285
Miscellaneous / Re: Calc Wars
« on: July 28, 2014, 04:24:16 pm »
I had the CSE because it is the latest evil TI has thrown at us.
I don't see what's evil. It's not powerful, true, but the reason why they did that is to keep some compatibility. Not with programs, but with programmers at least. So I'd say that even if it's not a "good thing", it is not a "bad thing" as in "it was meant to be bad".

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