316
Axe / Re: Routines
« on: April 07, 2010, 01:57:52 am »
yes, sure. Altough I don't get excactly what you mean, how u did it. But I'll discover that...
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. 316
Axe / Re: Routines« on: April 07, 2010, 01:57:52 am »
yes, sure. Altough I don't get excactly what you mean, how u did it. But I'll discover that...
318
Axe / Re: Routines« on: April 06, 2010, 02:50:10 pm »and source code in text formI'm sorry Interesting I didn't knew we could do that . I was sure it either required inline assembly or 4 pt-onsWell, apparently we can with the nice r option! * LC really likes the nice r option * 319
The Axe Parser Project / Re: Features Wishlist« on: April 06, 2010, 02:34:39 pm »
OK, perhaps reading registers is not one of my best ideas
The more experienced programmers just should use inline ASM, thats a much better idea then I guess 320
Axe / Re: Routines« on: April 06, 2010, 02:29:15 pm »Btw for 16x16 sprites do you still just display 8x8 sprites or did people figure out a way to display 16x16 ones faster?My routine doesn't display 4 8x8 sprites, but one 16x16 sprite: The draw routine draws a sprite from the data stored in Pic1 and the 24 bytes after its standard 8 bytes.The code is attached with that post: 'SPRT1X16 source Axe.8xp' 321
Axe / Re: Routines« on: April 06, 2010, 09:05:02 am »
Well, I just use the r option built in in Axe, if that's what you mean.
The picture is the first 8 bytes of the data, and right behind/after it I store the left over 24 bytes. 322
The Axe Parser Project / Re: Features Wishlist« on: April 06, 2010, 09:00:33 am »
U're (partially) right. On second thought this idea is pretty unusefull, but I thought that Axe perhaps could get the functionality of ASM on ur calc. Just like in C: u can use built in functions, but u can also use more 'native' commands.
323
Axe / Re: Routines« on: April 06, 2010, 05:22:04 am »
yes, I thought off creating an 16x16 sprite drawing routine in Axe, and then I thought that it would be usefull to have a tool to create sprites at that size...
Didn't dare to hope for so many enthousiastic reactions! 326
Axe / Re: Routines« on: April 05, 2010, 03:20:32 pm »
yes, I can upload it already, because my editor is also usefull for creating icons for programs in DoorsCS form cemetech
327
Axe / Re: Routines« on: April 05, 2010, 03:01:57 pm »ooh, nice. Looks a lot better than my sprite editor.and wow looks niceThanks! where's the actual code? It's attached now, I forgot that. I'm sorry. I will really need to update the site download section at one point with most program tools posted in this section. That stuff may be useful and might be hard to find since these topics grow larger and larger.yeah, that's a good idea. ^^ 328
Axe / Re: Routines« on: April 05, 2010, 02:35:34 pm »
yes, and for saving games with a non-standard name
I created a sprite editor in basic, with 8x8 and 16x16 size support, and a routine in Axe to draw 16x16 sprites. A small explanation: The draw routine draws a sprite from the data stored in Pic1 and the 24 bytes after its standard 8 bytes. It just copies the sprite in couples of 2 bytes (r) to the plotSScreen (L6) in a For loop after that it Draws the buffer to the screen with a simple DispGraph. 329
The Axe Parser Project / Re: Features Wishlist« on: March 29, 2010, 09:07:23 am »
can someone please explain how a counter statement will work?
perhaps I'll understand it when i see an example, but right now i don't know what it exactly will be. Something like a for loop with multiple vars 330
Axe / Re: Routines« on: March 29, 2010, 02:07:59 am »
I have written an Input routine in Axe for inputting strings. It is attached to this post, and here is the code in plain text:
Code: [Select] :.INPUT Generated by SourceCoder, © 2005 Cemetech
|
|