Show Posts

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 - Michael_Lee

Pages: 1 ... 13 14 [15] 16 17 ... 70
211
The Axe Parser Project / Re: Axe Parser
« on: May 26, 2011, 01:30:45 am »
I like the 4th pass idea.
An additional second or two (or ten, for that matter) wouldn't really matter to me if it meant that I would get an uber-compressed/speedy program.

212
TI Z80 / Re: Contest Entry: Clones
« on: May 24, 2011, 12:54:01 am »
A better and bigger map!  (Still in aimless, exploration mode)
Jump height, length, and speed all limited to increase difficulty.
Also, you decided that wall-jumping is exhausting and that climbing is a much easier way to do things.  'Course, you can still wall-jump if you want to.
Finally, you can run over gaps in the ground (not that I intentionally coded this behavior, but I think it's cool that it happened anyways).

Up next (in rough order)
Make clones work throughout the level.
Get interactive tiles working (like buttons and coins)
Allow players to actually finish a level
Add menus, pause buttons, teacher keys, level selects
Add more tiles and levels


213
@Tsukasa: Awesome post.  I agree with nearly everything there (especially the first several paragraphs)

For me, the issue really isn't whether this proves or disproves religion, or that Camper is clearly crazy, but instead, the damage he caused to those foolish enough to believe him.

I keep hearing stories in the news about families who sold all their life savings, quit college, and otherwise refused to prepare for a life after May 21st.  Normally, I wouldn't care what people do with their lives, but a lot of them have children and babies that have no choice in the matter.

I worry for them, and that there are people who are gullible enough to ignore their sense of self-preservation based on the word of somebody on radio and a few numbers pulled from the Bible.

214
Axe / Re: Appvar Detection Question
« on: May 21, 2011, 12:36:28 am »
well, that's assuming I'm making them all.  This is for a level editor, and I want the people making the levels to have whatever name they want.  I could just make all the levels myself, but I don't want to have to update the program to support the new level pack each time, I want to just be able to release an appvar, and have it work with the game.

You wouldn't edit the master appvar -- the level editor would.  In theory, running either the level editor or the game would create a master appvar, if there isn't one already, and every time somebody uses the editor, the master appvar is automatically edited.

But that wouldn't support importing external levels, so I think using Memkit with thepenguin77's method is best, imo.

215
Axe / Re: Appvar Detection Question
« on: May 20, 2011, 11:48:06 pm »
Try using Memkit?  (Give each level appvar the same constant value at the front to identify it?)

Create one master appvar (that has a constant name), and every time you create an appvar, put it's name in it, then recalling appvars, reference only the names you have stored away?

216
Axe / Re: Axe Q&A
« on: May 19, 2011, 07:12:23 pm »
96 bytes?

Depends on how many bytes each tile is, I think.

217
TI Z80 / Re: TIConvert
« on: May 19, 2011, 06:33:30 pm »
I know for a fact it can do 8xp source to text file.

I don't think I finished text file to 8xp source, though you could give it a shot.

And I don't even want to try text or source to compiled 8xp (that's what Quigbo's working on, after all :P)

218
TI Z80 / Re: TIConvert
« on: May 19, 2011, 06:26:51 pm »
You probably never provided an input.

You have to drag the file you want to decompile over the python or exe.  If you don't want to do that, then here's a manual method:

Change
Code: [Select]
# Step 1: Reading arguments from the command line.
command_info = CommandLine()
options = command_info.RunParser()
(input_path, target_path) = command_info.ReturnPaths(suffix = "_out.txt")
into this:
Code: [Select]
# Step 1: Manually providing arguments.
input_path = "directory/folder/THEGAME.8xp"
target_path = "directory/folder/THEGAME_out.txt"'
options = {'tabs': 4, 'quiet': False', 'colons': False}

Basically, that single line runs a command line parser that takes arguments inputted in from the command line, then returns the path of the 8xp you want to decompile, then path you want your output to be.
Alter those two strings to suit your needs.

Alter the 'options' dictionary to suit your needs.  If you want indenting, set 'tabs' equal the the number of spaces you want per indent.  If 'quiet' is set to True, then it won't display any info on the command line/console.  If 'colons' is set to True, then it appends a colon to the start of each line.

219
Axe / Re: Axe Q&A
« on: May 19, 2011, 02:56:54 pm »
If want to load a large amount of memory (using hex, strings or Data()) on multiple lines, how does Axe know when the block of memory ends?  For example, if I have
Code: [Select]
[0102
"Foobar"
Data(42)->Str1
How does the compiler know the limits of the block of memory?
I'm not quite sure what you mean?  You have defined 51 bytes in that code, and so Axe adds those 51 bytes into your program.
[/quote]

Hmm, let me ask different questions.

Is there any difference between
Code: [Select]
[FFFFFF]->Str1
[010203]
[HEX000]
[FFFFFF]
or
Code: [Select]
[FFFFFF->Str1
[010203
[HEX000
[FFFFFF]
?

220
Axe / Re: Axe Tutorial: Interrupts
« on: May 19, 2011, 02:50:16 pm »
I especially like the table at the end.

A question for you: are any issues raised if you stick a Dispgraph inside an interrupt?

221
Axe / Re: Axe Q&A
« on: May 19, 2011, 02:45:28 pm »
It occurred to me that I'm treating memory almost as magic in some cases.
So, some questions.

What's the difference between doing
Code: [Select]
[FFFFFF->Str1
[010203
[More hex
[504432]
and
Code: [Select]
[FFFFFF
[010203
[More hex
[504432]->Str1

If want to load a large amount of memory (using hex, strings or Data()) on multiple lines, how does Axe know when the block of memory ends?  For example, if I have
Code: [Select]
[0102
"Foobar"
Data(42)->Str1
How does the compiler know the limits of the block of memory?

222
TI Z80 / Re: My explosive contest entry
« on: May 19, 2011, 12:36:09 pm »
Lol guys don't worry, pulleys are not working :P I tried to get them to work but they build up a kind of resonance between the two systems and fail catastrophically.

Post screenshot? For public amusement?

223
TI Z80 / Re: Bipolar
« on: May 18, 2011, 08:03:14 pm »
I like your sprite, and especially the way his chin bobs  :w00t:

224
TI Z80 / Re: Contest Entry: Clones
« on: May 18, 2011, 07:20:53 pm »
Ah, phoo, another awesome physics platformer.

Great job on it so far :D Just killin' my chances.

EDIT: I don't think I've seen any TI games with wall-jumping yet. Nice!
Thanks!
I don't know what it is about wall-jumping, but for some reason, it makes me really happy.

Can you clone infinetely? This looks great!
Well, I start to run out of memory at about 42 clones.  Currently, I could compress what I have, and manage to squeeze about 70-80 clones total, but I don't want to go to that extreme just yet :)

225
TI Z80 / Re: My explosive contest entry
« on: May 18, 2011, 06:41:50 pm »
Right, note to self: don't try and compete physics-wise.

This is going to be a tough contest to win.

Pages: 1 ... 13 14 [15] 16 17 ... 70