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Messages - Quigibo

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916
The Axe Parser Project / Re: Axe Compiler troubles
« on: August 15, 2010, 08:53:35 pm »
Hey, I'm back from a vacation and just noticed this topic.  For your first question, the compiler ignores lowercase letters (unless you're compiling as an app) since program names can not have any lowercase letters.  Instead it will count that as part of the description.  So you were compiling the program "S" with description "teel A Parser" so my guess is that your source code file was also program "S".

The Axe language in general has very high similarity to both Assembly and Basic, so a strong background in either one will definitely help with programming.  An assembly tutorial will have some very useful information for you about how some things actually work and a Basic tutorial would help with program flow since the syntax is similar, however the optimizations are completely different and hardly any basic "tricks" can actually be carried over.  What programming languages do you have a background in?

Reading the entire commands list as well as the documentation should be enough to get started.  Some gaps can be filled with trial and error, other specific things feel free to ask in this forum, that's the primary purpose of it since there are no complete tutorials currently.

917
The Axe Parser Project / Re: Axiom for DSC7 contest
« on: August 13, 2010, 03:23:09 pm »
Next version I think I will work on improving the Axiom system so I can get mode7 system in place, I almost have that code ready but there is a lot I still need to do with that like make a list of the length of all assembly instruction prefixes so I can turn absolute calls into local calls, create a system of codes for specific axe calls, and release a .inc file for more Axe exploits like loading and saving values directly to variables and buffers.  Maybe I'll attempt to work on a DCS axiom too.

To be honest, I don't know if axioms are working right now with the latest version.  I haven't really been maintaining them since I realized I was going to have to redo most of it later anyway.

918
ASM / Re: Simple question about the "$" pointer in TASM
« on: August 13, 2010, 02:14:28 am »
That's correct, you have the right idea.  The only weird thing about it is that the actual machine code generated DOES account for the size of the line.  So if you look at the hex code and see that its moving back 3, just remember that's why so don't let it confuse you that what you write in the assembler looks different than the machine code.  The way you're doing it is correct for all the major assemblers.  I'm not sure if there are any assemblers that count the current line when using $.

919
Axe / Re: Project Snake X - help
« on: August 12, 2010, 10:17:51 pm »
The "<MENU HANDLER>" comment doesn't have a period in front of it.  Was that just a typo or did you actually forget it?  That could be the problem.

920
TI Z80 / Re: Star Trek 2 Player (Axe Edition) Progress Reports
« on: August 12, 2010, 10:08:09 pm »
Also, another change since 0.3.3 is that if you don't need the pointer for the rest of the program you can define the variable at the same time as using it without needing a static pointer.  For instance, your example could be:

Code: [Select]
1->A
If A
Text(23,20,"HELLO")
Else
Text(23,20,"GOODBYE")
End

You can do this anywhere in the code with any data type, even sprites:

Code: [Select]
Pt-On(8,10,[004299E7E7FFA542])
But since you aren't giving the data a name, that means you can't use it anywhere else in the code unless you create a duplicate or something like that.

921
TI Z80 / Re: Star Fox
« on: August 11, 2010, 08:32:37 pm »
Whoa this is really neat!  I'm definitely looking forward to the final version.  Is it 15MHz only I assume?

922
Portal X / Re: Portal X
« on: August 11, 2010, 02:30:29 pm »
Axe comes with a re-signer in the tools folder by the way since it can only compile to unsigned apps on-calc, but I'm not sure if it was included at the time he uploaded the demo.

923
The Axe Parser Project / Re: Bug Reports
« on: August 11, 2010, 02:23:53 pm »
That was the problem with 0.4.2, I was hoping I fixed that... are you sure you're using the latest version?

924
TI Z80 / Re: Xonix
« on: August 11, 2010, 03:55:46 am »
As for how the logic works in this game, once a wall is completed, every BALL flood-fills its area, marking it with a number.  Anything that has been marked is kept clean, and anything not marked is set as solid.

Ah! That's really smart!  It's quite literally thinking outside the box :)

That reminds me of when I was working on Puyo Puyo.  I couldn't find any algorithms published for how to detect if 4 or more balls on a grid are connected 4-directionally and it took me months before I figured out a way to do it.  You just detect all the balls that form chains of 3 or less, which is easy since there are so few combinations and they're all trivial, and then just destroy everything else.

925
The Axe Parser Project / Re: Axe Parser
« on: August 11, 2010, 03:45:13 am »
If you already had the location of the buffer's byte, I would say yes (like from scanning a horizontal line of the screen).  But if you have to find it given just an X and a Y, the extra math to find the particular byte and bit from the buffer is going be less optimized than if you just used the pxl-test command since it does all that math for you but in optimized assembly.

926
The Axe Parser Project / Re: Axe Talk
« on: August 11, 2010, 01:22:46 am »
Okay then, it will be Wednesday (tomorrow) at these updated times:
6:00  PM Alaska Time
7:00  PM Pacific Time
8:00  PM Mountain Time
9:00  PM Central Time
10:00 PM Eastern Time

927
Axe / Re: Project Snake X - help
« on: August 10, 2010, 10:01:09 pm »
No it doesn't.  In fact you're missing 2 of them.  Where should the "While" end and where does the "DS<" end?

928
The Axe Parser Project / Re: Axe Parser
« on: August 10, 2010, 09:57:23 pm »
They are all correct, yes.  /10 is only there because there is a B_CALL for that specific number and I figured that if you're going to be dividing by a constant ten, then you're probably trying to display a decimal number or something like that in which case the micro seconds don't matter and its better to have a smaller size.  The division is indeed crazy, but that's correct, it takes more bytes to do a unsigned division by 64 than it does for a signed division (unless someone can come up with a smaller one).  The 16 bit check routines are identical to the 8-bit checks, they just have different numbers since it counts from the left.  Unless you mean the routine itself?  That's due to a speed optimization since an extra byte more than doubles the speed, I took it.

There are a few other cases like that where I take the extra speed instead of a smaller size.  My rule is if 1 byte increases speed more than 50% faster then I don't mind adding it.  That's why *2048 is 6 bytes instead of 5 for instance.

929
The Axe Parser Project / Re: Axe Talk
« on: August 10, 2010, 09:31:17 pm »
Oh yeah, I was thinking of doing this again either Wed. or Thurs. except 2 hours earlier this time so that more people can participate.  Is anyone interested?  Which day would be better?

930
TI Z80 / Re: Xonix
« on: August 10, 2010, 06:31:22 pm »
This looks cool!  I made this game before on the computer, its really addicting.  I'm also curious how you did the fill algorithm since there are 2 or more sides to every line and you have to detect if you've trapped anything in either one.

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