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.
Messages - LordConiupiter
Pages: 1 ... 16 17 [18] 19 20 ... 24
256
« on: July 29, 2010, 07:22:37 pm »
The anwer to your question is: yes, you can, since it's just the same kind of memory the other static vars are stored in. The difference is that the pointers L1-L6 are used for some other things, like the back buffer (L3) and the buffer (L6), the textShadow in L5 for example. This is all included in the Documentation.
a single byte can hold a value between 0 and 255 (2^8) a double byte can hold a value between 0 and 65535 (2^16) with the ^ symbol I mean the power symbol, not the modular symbol as in Axe
hope this helps
257
« on: July 15, 2010, 09:05:37 am »
try this:
.SPRITE . header DiagnosticOff . turn off indicator/done 10->X->Y . initialize sprite position [FFFFFFFFFFFFFFFF]→Pic0 . squares are for squares. therefore, a black circle is stored to pic0. [3C7EFFFFFFFF7E3C] .add more data after the spritedata Repeat getKey(15) . repeat until clear is pressed X+getkey(3)-getkey(2)->X . movement Y+getkey(1)-getkey(4)->Y . code Pt-Change(X,Y,8*getKey(2)+Pic0 . draw sprite to buffer DispGraph . display what's on the buffer Pt-Change(X,Y,8*getKey(2)+Pic0 . draw same sprite to buffer. since it's pt-change, the sprite is erased on the buffer, leaving no End . residue from movement. ClrHome . clear the screen, move cursor to upper left corner of the screen. ClrDraw . clear the buffer.
the '8*getKey(2)' points to 8 bytes further than Pic0 when key 2 is pressed (getKey is 1) and has no effect when any other key is pressed...
258
« on: July 15, 2010, 06:35:22 am »
that is because you don't clear the screen, but send directly the new data you want to it. The buffer flickers, but the screen just displays the bufferdata when it is sent to it.
259
« on: July 15, 2010, 05:23:54 am »
nice! I don't think the maximum health points won't ever be a problem, unless somebody is in a strange mood and wants to create stupid/incredible things
260
« on: July 15, 2010, 05:19:24 am »
I would prefer appv in stead of apvr, but that's just a minor thing. It would indeed be very usefull and handy!
261
« on: July 15, 2010, 01:57:11 am »
Yes, IntelliSense is a really very good thing to have!
262
« on: July 15, 2010, 01:48:14 am »
I am leaving tomorrow, but I don't know that would make a significant change to the number of replies an post when I don't post
263
« on: July 15, 2010, 01:36:48 am »
Well, I guess I will have to write my own Line() command. I'll do this in Axe as a sub, but I've no ID how to draw a line in a buffer? could u please give a very nbasic way a drawing a line? (i do not mean with Pxl-On() etc, just with writing bytes to the buffer, because I want to be able to write to custom buffers)
If you want to draw something to the backbuffer, u just can do this:
Exch(L3,L6,768) Line(0,0,96,64) Exch(L3,L6,768)
I think that would be the fastest way at this moment. When I finish my linedrawing sub for Axe. I'll post it in Routines, so u can use it for any buffer.
264
« on: July 14, 2010, 04:33:20 pm »
Could u please change the Line() command to behave the same as the BASIC Line() command? I am namely converting my BASIC data to the Axe format, and I use the Line() command with it. with 'behave', I mean which pixel is turned on when u draw Line(0,1,2,0) for example; pixel (1,0) or (1,1) In BASIC this is just a little bit different, and therefore some of my converted graphics look ugly. in BASIC the pixel which is nearest to the left top of the screen is set, so in my example BASIC would choose for (1,0), but Axe chooses (1,1)
265
« on: July 14, 2010, 11:30:18 am »
@magic banana in your example code you dispGraph and then Clrdraw, shouldn't it be the other way around?
Then you will draw a white screen all the time, and I guess that is not what you want ClrDraw crears the buffer, and dispGraph writes the buffer to the screen, so when you want to draw something, most times you have to clear the buffer, draw everything you want on it, and then write it to the screen with the dispGraph command.
266
« on: July 14, 2010, 11:10:24 am »
I prefer the first, and the others I won't use very often I guess, but when it doesn't take too much time, they could also be very helpfull in certain circumstances, like you said.
BTW, how are you going to implement linking? Are you giving us the possibility to write to the linking ports like they where memory? Or will we get only the option of sending a variable item and then waiting while it is being send?
I was thinking by myself of using Send() for just writing data to the linkport, which would be usefull for music or selfmade things, and Get() for requesting data from an other calculator, which should be in some Pause-mode or something with the command Rect(), which could be changed to React()
267
« on: July 13, 2010, 04:22:01 pm »
wow! that's a very clear and complete explanation! could even eventually be used in the documentation
268
« on: July 13, 2010, 08:16:12 am »
well, perhaps that would be used for 7 lvl grayscale or something, because 3 * 768 = 2304?
269
« on: July 13, 2010, 05:26:53 am »
Keep in mind the BASIC data has to be created by the Axe entry during when we will test them, though. When the entry is submitted, external BASIC vars will be deleted.
Is it allowed then to create a setup program to create all data? Or do we have to create a single program? And Quigibo: could you add a fourth param to the for statement? for the step size? like: For(A,8,3,-1
270
« on: July 12, 2010, 01:26:08 pm »
I had some bug-like things. When you do
Pause A/10
with A = 0, the calc freezes for a pretty long time. There was another problem with zero, but I can't remember right now...
Pages: 1 ... 16 17 [18] 19 20 ... 24
|