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Messages - Michael_Lee
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61
« on: October 23, 2011, 06:04:17 pm »
What they all do are in the commands list: http://ourl.ca/8409(see the 'Text' section) I like to think of them as 'switches': you do Fix 5, the program 'switches' so that all text is drawn to the buffer, not directly to the screen, and you do Fix 4 to revert it back (which is good practice, otherwise things will look a little funny temporarily after you end the program.)
62
« on: October 23, 2011, 03:41:24 pm »
No problem.
Have you tried looking at the stackoverflow link and tried capturing the first matching group instead of capturing the entire regex? That might solve the highlighted '->' problem.
63
« on: October 23, 2011, 03:31:09 pm »
Try this? \"(.+?)(\"|$|->)
I tested it here: http://regexpal.com/but I'm not certain if there are any syntax differences between that and C# (which is what I think you're using?) If you want only what's between the quotation marks/->/newline, capture only the first matching group (see the first answer).
64
« on: October 23, 2011, 03:09:48 am »
Okay, this isn't tested + I'm writing this up while half-incoherent with sleep, but here's something that _might_ work to display letters one at a time:
Edit: Okay, it works now.
Assuming Axe 1.0.5 for function coolness.
.TEST
. Use 'Fix 5' to draw all text to the buffer. Fix 5
.Text you want to display: "HELLO WORLD"->Str1
.Display the text SLTXT(10,10,8,1000,Str1)
.Wait until you press [CLEAR] to quit. Repeat getKey(15) DispGraph End
. End program Fix 4 Return
.Function: .r1 = X coordinate .r2 = Y coordinate .r3 = Distance between letters .r4 = Delay between each letter .r5 = Pointer to string Lbl SLTXT 0->r6 While {r5+r6} .X1T is from the parametric variable section. .I just needed another variable -- you could have done .r5+r6->A .and used A instead if you needed to. r5+r6->X1T
.'o^^' is the degrees symbol Text(r6*r3+r5,r2,o^^X1T)
Pause r4 r6+1->r6 End Return
.Basically: .While the character isn't [00] (null byte), .keep going and display the character.
What kind of menu? There are so many...
Here's basically pseudocode for what I would do for a basic menu:
.TEST
Fix 5
Draw basic stuff Write all the text Draw a sprite next to the first item Repeat until I press [2nd] or [Enter] If getkey up or down erase the sprite If getkey up Subtract 1 from the sprite's Y value End If getkey down Add 1 to the sprite's Y value End Draw the sprite (multiply the Y value by whatever and add an offset) DispGraph End End
The sprite's Y coordinate is the menu item number If Y=0 .Do something ElseIf Y=1 .Do something ElseIf (etc....) .Blah End
(Either wrap the entire menu in a loop, or add a Goto here.)
65
« on: October 19, 2011, 06:48:06 pm »
I believe that the 'mystery' byte is in fact _two_ bytes: 0x0B00 or 0x0D00.
Also, you're making sure that the data length is always exactly two bytes long, right?
In your program, you skip the version (which is usually 0x00). My notes suggest that if you want to archive your program, the mystery value must be 0x0D00, not 0x0B00, and the version must be a non-zero value. I'm not sure if that's true, but it's something to look for.
Finally, make sure you have a checksum.
Happy birthday, btw!
(I'm also removing your spoiler tags because people with Chrome can't see code in spoiler tags, hope you don't mind).
66
« on: October 19, 2011, 06:31:30 pm »
Same as above -- I average from 50 seconds to 1 min 10.
Once (just once), I got lucky and managed to solve a cube in 30 seconds.
67
« on: October 18, 2011, 11:13:17 pm »
From the Q&A thread: Okay, I'm sure that this is just stupidity on my part, but I just can't see a bug in this.
Axe 1.0.5
.ZA
Text(0,0,F(5,6)>Dec) Text(50,0,F(6,5)>Dec)
Text(0,10,F((6-1),(6+1))>Dec) Text(50,10,F(6,6)-1>Dec)
Text(0,20,F(6,(5+4))>Dec)
Text(50,20,F(6,5)+F(6,4)>Dec)
Pause 5000
Lbl F r1*r2+r1+r2 Return
Compiling halts at 57% during the first pass -- error message: "WRONG # OF ARGS".
Pressing [pgrm] jumps to the sixth 'Text'
Text(50,20,F(6,5)+F(6,4)>Dec) ^
(In case anybody was wondering, I was brute-forcing a solution to an SAT problem (in my defense, I was feeling too tired to be clever)).
Runer's response: Pick that post back up and take it right on over to the bug reports thread, because that's definitely Axe's fault, not yours. It's treating +F as adding the variable F instead of noticing the opening parenthesis immediately following it and treating it as adding the return value of a function.
68
« on: October 18, 2011, 11:12:00 pm »
Okay, thanks.
69
« on: October 18, 2011, 10:39:01 pm »
Okay, I'm sure that this is just stupidity on my part, but I just can't see a bug in this.
Axe 1.0.5
.ZA
Text(0,0,F(5,6)>Dec) Text(50,0,F(6,5)>Dec)
Text(0,10,F((6-1),(6+1))>Dec) Text(50,10,F(6,6)-1>Dec)
Text(0,20,F(6,(5+4))>Dec)
Text(50,20,F(6,5)+F(6,4)>Dec)
Pause 5000
Lbl F r1*r2+r1+r2 Return
Compiling halts at 57% during the first pass -- error message: "WRONG # OF ARGS".
Pressing [pgrm] jumps to the sixth 'Text'
Text(50,20,F(6,5)+F(6,4)>Dec) ^
(In case anybody was wondering, I was brute-forcing a solution to an SAT problem (in my defense, I was feeling too tired to be clever)).
70
« on: October 14, 2011, 11:37:57 pm »
Then and than.
To this day, I have absolutely no idea how to distinguish between the two.
I also switch my 'e's and 'i's along -- I usually spell recieved instead of received, for example.
71
« on: October 14, 2011, 11:35:13 pm »
Hi! Welcome to Omnimaga!
What projects are you working on at the moment?
72
« on: October 08, 2011, 08:01:33 pm »
Comments: The 'Soragora' logo overflowed beyond the sides of the screen slightly on startup and is placed slightly higher then the center of the screen (not sure if those were intentional) Where its displaying the welcome messages, 'feedback' is misspelled. We would love your fedback to help build an awesome product that you would love. Plus, we will give you a virtual hug!
(Love the stick figure thing, btw, and the the whole 'cartoon' look.) It could have just been my location (or settings on my phone), but it was taking a long time to find my location + I'm in my house right now, so I can't really comment on the actual app itself (just nitpick ). I'll re-edit this post (or make a new one) once I actually get a chance to really use this. Maybe you should add a short page talking any privacy issues? Just to make people feel a little better? I have a Samsung Galaxy, btw.
73
« on: October 04, 2011, 02:55:25 am »
How's it going Omnimaga?
My name's Chris. I happened to stumble upon this site while looking for some information on my new TI nSpire CX, hoping to use an emulator on it for games. Alas, I discovered we're all waiting for ndless 3 to solve that issue. However, I was really excited to find a forum interested in this sort of thing, and I hope to become a regular. Brief info on me I suppose is that I'm a geek, a coder (HTML, XML, Visual, C++, & Java), a gamer, a fencer, a history buff, and a military guy. Well that's all I guess. Hopefully see you all around!
Nice, another fencer I fence epee -- what about you?
74
« on: October 03, 2011, 07:47:45 pm »
I think if you added two more rays to the area that doesn't always get any it'd look really awesome. I noticed that especially on the second one. Seconded. It looks great.
Third-ed. You don't even have to add more rays -- perhaps just spread the existing ones around more equally. Also, the exit blob looks a bit out of place compared to the geometric lines of the level and the epic jumping spinning flashing (?) character -- I'd think the exit sprite would look cooler if it were a bit more geometric, like a collection of oscillating/expanding/shrinking rectangle/squares/circles or something. This game gets more awesome with each update -- I can't wait to play the full release Also, it it just me, or does anybody silently hear/pretend to hear a sort of boom-boom-boom-boom shaking sort of noise when the rays shoot out and the screen starts shaking?
75
« on: October 02, 2011, 06:57:36 pm »
To answer number 4: There really aren't 'arrays' in Axe, but there are large chunks of memory that are kept more-or-less empty, which is the next best thing 'L1' is a pointer to a chunk of memory about 714 bytes long. To assign the numbers '3', '6', '20', in the zeroth, first, and second positions, do... 3->{0+L1} 6->{1+L1} 20->{2+L1}
Here's a convenient trick to simulate an array in an array -- but only if each array inside the array is constant. NUMBER -> {array_index * subarray_length + subarray_index + L1}
(the subarray_length starts with 1, not 0)
This is actually identical to how you do tilemaps: {row * row_length + column + POINTER}
or...
{Y * width + X + POINTER}
If each subarray has a different length, you could perhaps make an array containing pointers to each array, although it feels a bit inception-esque to me.
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