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Messages - Quigibo

Pages: 1 ... 90 91 [92] 93 94 ... 135
1366
Axe / Re: Enlarging sprites?
« on: June 07, 2010, 02:30:58 am »
You wouldn't use a bit command anyway since it would be a slower.
Code: [Select]
:.MAGX8
:[3C42A59999A5423C]→Pic1
:[0000000000000000FFFFFFFFFFFFFFFF]→Pic2
:For(Z,10,80
:ClrDraw
:For(C,0,8)
:C*Z/10→A
:{Pic1+C}→E
:For(D,0,8)
:D*Z/10→B
:Pt-Off(B+17,A,E^2 and (C<8) and (D<8)*8+Pic2)
:E/2→E
:End
:End
:DispGraph
:End

1367
Axe / Re: Enlarging sprites?
« on: June 07, 2010, 01:54:14 am »
 ;D Wow!  That's really cool!

On the topic of optimizations, why is there D<8 and C<8?  Can't the loop just go from 0 to 7 instead?  Other than that its pretty optimized.  But if you really want speed, you can actually read from the sprite data directly instead of using the getpixel command and then the sprite doesn't have to be drawn first either, but it is a little harder.

1368
The Axe Parser Project / Re: Features Wishlist
« on: June 07, 2010, 12:53:05 am »
Well its a balance I try to maintain.  Generally, if its under 10 bytes, I don't make it a subroutine, but if its around 9-12 bytes, then it depends on how rare I expect the command to be.  Any more than that, I always use subroutines.  As I said before, eventually this will be optimized automatically.

1369
The Axe Parser Project / Re: Features Wishlist
« on: June 07, 2010, 12:47:03 am »
That's actually much more tricky than it sounds.  First of all, I would have to make another pass through the program at the beginning and its not just a matter of counting the tokens.  I have to make sure I'm not including strings, token values, and other uses that don't actually count as code.  I will optimize this eventually once I get long name labels.  The two are kind of related even though they sound like different features.

However, in the mean time, you are free to put them in subroutines yourself if you're trying to save space.

Lbl SP
StorePic
Return

1370
I could make it specifically look for A-Z and theta, but that would take more space, as theta is not contiguous in the token table with A-Z.
Actually, it is :)

1371
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: June 07, 2010, 12:12:43 am »
Maybe I should add a getkeyr for that bcall, but it uses a whole new set of keycodes.  There are nearly 256 of them since the 2nd and Alpha versions are possible as well as other menu stuff I think.  Eventually I will have to make a much wider range of number types, not just hex, binary, and ascii.  I will need 2 type of keycodes, tokens, maybe some ram equates, or even miscellaneous bcalls, etc.

1372
You know, it is actually possible to make an Axe interpreter, but it would necessarily be so much slower than if it were compiled.

Love the update by the way. :)

Just so you know, only the period followed by a capital letter/theta is an axe header, I think you mentioned something about allowing other symbols to show up as source.


1373
Axe / Re: How does 4-level greyscale work in Axe?
« on: June 06, 2010, 10:05:17 pm »
Drawing Sprite A...
Over WhiteOver BlackOver Sprite B
Pt-OnABlackA OR B
Pt-ChangeAA InvertA XOR B
Pt-OffAAA

Also, xoring twice is the same as removing since (A xor B) xor B = A

1374
TI Z80 / Re: Calcalca
« on: June 06, 2010, 09:55:15 pm »
Why don't you just simply NOT make a distinction between mass and weight.  Just make all conversions that do happen to go between a mass and a weight use earth gravity 9.81 m/s^2 for the acceleration automatically implied in the conversion.

1375
The Axe Parser Project / Re: Sprite Helpers
« on: June 06, 2010, 05:58:52 pm »
Also, no one has mentioned it since this topic is outdated, but there is also our dear friend's program here.  You can draw the sprites in Paint or something and then convert it to a calc picture file and use this program to convert the sprites.

1376
Axe / Re: Enlarging sprites?
« on: June 06, 2010, 05:41:21 pm »
Pt-Off(8*(7-B),8*A,8*L+Pic2

To

Pt-Off(7-B*8,A*8,L*8+Pic2

For much faster/smaller optimization.

1377
The Axe Parser Project / Re: Bug Reports
« on: June 06, 2010, 04:32:57 pm »
I after reading the these reports, I would recommend to NOT use the error scrolling features until I figure out what the bug is.

1378
Introduce Yourself! / Re: Hi from FinaleTI
« on: June 06, 2010, 01:36:29 pm »
Right now I'm trying to see if there is a less memory intensive way of storing the text than I already am. Right now the text is compressed as either a hex or binary sprite, which is then OR'ed over the text box when the screen is displayed. Only problem is that it's ridiculously memory intensive compared to just storing the text in a string. Yet, if I use the TI-OS's Text( routine or even Celtic III's identity(10 routine, it's slower to display than what I would like. So I'm not sure what to do.

If you set the buffer flag when displaying text, the text is drawn to the buffer instead of the screen which is much much faster.  And then, when the screen is updated, it displays it all at once instead of that scrolling effect.  You can write an external assembly program (or even an Axe program) that toggles the flag for you.  You would only need to call it once in the beginning and then once at the end to set it back to normal.

1379
Axe / Re: Simple Question Concerning Numbers
« on: June 06, 2010, 01:11:48 pm »
It depends on how big you want the range of numbers.  If you only need between -128 and 127 then you can just use deltalist(-1,-2,-3,...).  But when you read from the list, just make sure you use the int(data) command instead of {data} to keep the sign intact.

If on the other hand, you need the full range, then you need to store them all as 2 byte numbers using the "r".  Make sure if its 2 bytes per number, that you transverse the list 2 bytes at a time.

1380
Very cool.  Can't wait until DCS7 :)

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