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Messages - Michael_Lee

Pages: 1 ... 39 40 [41] 42 43 ... 70
601
Axe / Re: The Optimization Compilation
« on: December 29, 2010, 11:50:51 pm »
In case anyone was wondering, here is the smallest loop structure that I know of in Axe.

By smallest, do you mean in terms of size, or in terms of speed?  (or both?)

602
News / Re: DJ Omnimaga resigns from Omnimaga manager
« on: December 29, 2010, 11:25:25 pm »
You were gone for... seven days?
When you said you were taking a break, I thought it would be longer then that... :P

In any case, I'm glad you're back, DJ.

603
General Calculator Help / Re: Manual Applications
« on: December 29, 2010, 08:43:37 pm »
You could try flashbook:
http://www.ticalc.org/archives/files/fileinfo/418/41870.html

I haven't personally used it before, but I think it fits all of your requirements.

604
Introduce Yourself! / Re: Hi I'm Z80man
« on: December 29, 2010, 08:39:47 pm »
Hi!  Welcome to Omnimaga!

What kinds of programs have you made so far?

If you're frustrated with TI-Basic, might I recommend trying Axe Parser?

605
Axe / Re: The Optimization Compilation
« on: December 29, 2010, 05:46:06 pm »
Ah...
I finally understand this:
Code: [Select]
0->X
While +26
  Do stuff...
  X-2->X
End

This is incredibly helpful - thanks!

606
The Axe Parser Project / Re: Features Wishlist
« on: December 28, 2010, 11:47:48 pm »
@Quigbo -- Perhaps you could use the 'OpenLib' and 'ExecLib' as tokens?

@Everybody else -- I've heard of the 'continue' from my brief forays into Python, but I'm not entirely certain what that could be used for.  Explanation please?

607
The Axe Parser Project / Re: Features Wishlist
« on: December 28, 2010, 12:07:26 pm »
This has probably been already asked before, but how about a 'break' function?

Also, it would be nice if I could do something like 'BreakIf A' similar to the already existing 'ReturnIf A'

608
TI Z80 / Re: Light - Progress
« on: December 28, 2010, 10:18:16 am »
Still 15 MHz (sadly).

609
Axe / Re: Gravitational Acceleration and Platform Detection
« on: December 27, 2010, 07:36:49 pm »
I might be completely wrong, but I think part of your problem was that in your pxl-Tests (in your subroutine, PLT): every time in the loop the pxl-Test was false, you added (or subtracted) the velocity from your y-coordinates.  This meant that your sprite would go much futher then you wanted.

(Also, I'm assuming pgrmALEV drew some kind of floor or something, so I replaced it with a line command) to demonstrate.

I added your code (optimized):
Code: [Select]
.HOGGY

[007E425A5A427E00]→Pic1

1→L→F→G→V+4→Y*5→X

ClrDraw
Line(1,60,90,60)
Pt-Off(X,Y,Pic1)

.Main loop
While 1
Text(1,1,G►Dec)
Pt-Change(X,Y,Pic1)

If getKey(15)
ClrDraw
Return
End

.Control movement
getKey(3)-getKey(2)+X→X

.Gravity Acceleration (this doesn't need to be in a subroutine)
If G=1
V+1→V
End

.Collision test
Sub(PLT)

Pt-On(X,Y,Pic1)
DispGraph
 
End

.Subroutines begin here
Lbl PLT
If V
For(I,1,V)
If pxl-Test(X+1,Y+I+5) or pxl-Test(X+6,Y+I+5)
Y+I-2→Y
0→V
0→G
Return
.If something is hit, the program returns to the main loop
End
End
.If I went through the For loop without hitting anything...
If F         .(I'm assuming that F can only be 1 or 0 here)
Y+V→Y
Else
Y-V→Y
End
End
Return


610
TI Z80 / Re: Light - Progress
« on: December 27, 2010, 06:54:07 pm »
Ah, well, not yet.  After Christmas is always a bit busy (running around, cleaning, using up gift cards, etc), so I'll probably resume coding this evening.

611
TI Z80 / Re: Eitrix for TI-84 Plus
« on: December 27, 2010, 12:38:04 am »
Awesome game, although I found the key response to be a tad sluggish, especially when turning the pieces.

Just a question - in the readme, you refer to the game as 'Eittrix', but the title for this thread is 'Eitrix'.  Was this intentional?
And also, is there a more appropriate place to put this topic? I know that there is a Calc Projects board somewhere, and I think that that board would be a better place to move this. What do you think?

I agree, mov'd

612
I like the face of your character.
It has... surprising personality for (what I'm assuming is) an 8x8 monochrome sprite.

613
The Axe Parser Project / Re: Subroutines
« on: December 26, 2010, 10:33:30 pm »
In short:
Labels jump to a certain part of your code.  It's useful for things like menus -- use a goto, and imstamtly jump to the start of your progran (if that's what you want to do).
Subroutines are useful for reusimg code.  For example, let's say that every time I press [2ND], I want to do somethimg complicated, then create a bullet.  Instead of typing out the code that'll create a bullet every time I use the [2ND] key, I can just use a subroutine (which jumps to the subroutine, runs the code, then jumps back where you were) so that I have to type out the code only once.  In addition to being more convenient, subroutines also save memory compared to writimg it out each time.

614
Miscellaneous / Re: Trolley
« on: December 26, 2010, 07:25:45 pm »
?
Interesting, but is that it?
It seems... a little incomplete.
For example, I'm not sure exactly what the significance over 'the trolley was our soul'.

Is this a teaser for a game you're working on?

615
TI Z80 / Re: Light - Progress
« on: December 26, 2010, 06:59:40 pm »
Before today, I wasn't too sure if I would continue this project because I couldn't get the shadow effect to run at a fast enough speed to merit making any kind of game based on the effect.
However, with the faster line commands plus drawing lines to backbuffer, I could actually increase the speed even more (I hope)
Using the shadow effect is definitely feasible now, so I'll be resuming this project.

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