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Messages - Michael_Lee
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46
« on: October 30, 2011, 10:54:50 pm »
Wait, hang on -- music is fixed?
For some reason, I recall that somewhere I was informed that music wasn't supported?
*Michael_Lee is confused
47
« on: October 30, 2011, 10:51:24 pm »
Ooh, shiny! It seems a little bit slow at times though -- is it because of Heliohost, or is it something in your code?
Unicode is basically text, but cooler (because it can display more characters then normal ASCII).
48
« on: October 30, 2011, 10:30:20 pm »
Another suggestion: I've always learned best by doing: try making something. It doesn't have to be something ambitious -- maybe try making a puzzler or a platformer or perhaps some kind of utility program. Build on it iteratively, and make it a learning process. After all, you only know what questions to ask when you need to ask the question (err, does that make sense?) Post updates fairly frequently too -- it motivates you to work on it/makes you look stupid if you stop all of a sudden (so you don't).
...to be honest, I need to start doing that myself.
49
« on: October 28, 2011, 09:05:45 pm »
That's exactly what it does. Everytime you do a 'DispGraph', you're actually destroying the text on the screen (because there's no text written to the buffer and the blankness overwrites what's on the screen).
50
« on: October 28, 2011, 09:02:05 pm »
Firstly, to stop the flickering, add a
Fix 5
somewhere at the top, and a
Fix 4
at the end of the program.
Second, I've never use OS Pic vars before -- is it safe to use a direct [Pic9] inside of a command?
Thirdly, try doing something like
[Pic9]->Pic8
outside of the loop then doing
Copy(Pic8,L6,768) .or whatever number
I don't know if that'll do anything, but it seems like it's worth a shot.
Fourthly, a bit random, but I'm assuming that RotC is run at compile time and returns a pointer to the rotated sprite data? If so, couldn't you dereference that pointer and technically do RotC on it infinitely as long as you don't mind the code bloat?
51
« on: October 28, 2011, 08:14:39 pm »
Well, technically, you could cause a RAM clear. That would certainly turn the calculator off.
Hell, if you detected an incorrect password, you could run through the VAT, archive everything, unarchive anything that needs to be secret, then RAM clear.
52
« on: October 28, 2011, 06:57:18 pm »
What Builderboy's code is essentially doing is hardcoding in a list (technically a contiguous block of memory) containing data for a sprite. Each sprite takes up exactly 8 bytes.
Edit: Ninja'd
53
« on: October 27, 2011, 07:31:16 pm »
Yup, that's a bug.
I fixed it so that it will now the parser will ignore any characters it doesn't recognize instead of just hanging there.
I don't really have time to do make an exe until the weekend though (and do some other minor fixes) so if you need an update, just download a fresh copy from the repository.
54
« on: October 27, 2011, 07:22:37 pm »
The advantage of compiling a program to run in a shell? I'm not too sure myself, but...
1. You can give your Axe program an icon and a description that will appear when you look at it in a shell 2. DoorsCS programs can be slightly larger (by about 700 bytes, I think) then the normal maximum (although you can use Crabcake and circumvent the entire issue of memory altogether)
55
« on: October 27, 2011, 09:54:12 am »
So what's is that the parser has found a character or sequence of characters that it couldn't find in it's dictionary and froze up.
I won't be able to work on this until the weekend. Could you try deleting lines from the end until you get it to work then post which lines work and which ones you had to remove?
56
« on: October 25, 2011, 01:46:02 am »
I don't know if you could call it either short or fast, but I did once make a variant on a line-drawing algorithm that can also do dotted lines at arbitrary intervals: http://ourl.ca/4129/138496I deliberately added a 'Pause' in there, and constructed in such a way so that it would always radiate outwards (I was making a raycaster thing at the time), so it could definitely be optimized.
57
« on: October 24, 2011, 09:34:28 pm »
Same thing, except with 100 blocks (Muhahaha). .Number of blocks (don't exceed about 350) 100->N
.Clearing L1 (there are more efficient ways to do this, .but I can never remember the exact syntax). For(I,0,N*2) 0->{L1+I} End
While 1
.Creating X and Y For(I,0,N) If {I*2+L1+1} > 64 rand^94->{I*2+L1} 0->{I*2+L1+1} End End .Some other stuff .Drawing For(I,0,N) I*2+L1->J Pt-On({J},{J+1},Pic2) {J+1}+1->{J+1} End .More stuff .Collision check For(I,0,N) I*2+L1->J If abs({J}-X)<8 ReturnIf abs({J+1}-Y)<8 End End .Obligatory emergency exit ReturnIf getKey(15) End
You probably would want to lower the number of blocks + make tweaks so they don't fall down all at once. Also, you can see that in this example I used a 'For' loop several times -- it would be generally better if you could optimize it into a single loop. .Number of blocks (don't exceed about 350) 100->N
.Clearing L1 (there are more efficient ways to do this, .but I can never remember the exact syntax). For(I,0,N*2) 0->{L1+I} End
While 1 .Some stuff
For(I,0,N) .Creating X and Y If {I*2+L1+1} > 64 rand^94->{I*2+L1} 0->{I*2+L1+1} End .Drawing I*2+L1->J Pt-On({J},{J+1},Pic2) {J+1}+1->{J+1} .Collision Check I*2+L1->J If abs({J}-X)<8 ReturnIf abs({J+1}-Y)<8 End End .More stuff .Obligatory emergency exit ReturnIf getKey(15) End
The above code relies on pointers/free ram -- a crucial part of Axe programming. See Deep Thought's wonderful tutorials on both: http://www.omnimaga.org/index.php?action=articles;sa=view;article=59http://www.omnimaga.org/index.php?action=articles;sa=view;article=61
58
« on: October 24, 2011, 08:56:06 pm »
>.> <.<
50+ wormies, please? All of them, tumbling over and swirling around each other in a giant vat?
59
« on: October 24, 2011, 08:47:21 pm »
Well, assuming that you assign each block an X and Y coordinate in a buffer, you could simply do a 'rand^94' when assigning an x coordinate, then leave it alone.
Pseudo-code:
0->block_count
While game_is_running == True: If create_a_block == True: rand^94->{block_count * 2 + L1} // X-coordinate 0->{block_count*2 + 1 + L1} // Y-coordinate block_count++ End For(A, 0, block_count): // or is it 'For(A, 0, block_count - 1)' ? {block_count*2 + 1 + L1}++ // Increment each Y-coordinate so that every block moves down End
[game code here]
End
60
« on: October 24, 2011, 08:00:02 pm »
Oh dear, I was about to genuinely critique it.... ....then I read Builderboy's comment.
>.<
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