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Messages - Runer112

Pages: 1 ... 110 111 [112] 113 114 ... 153
1666
TI Z80 / Re: Axe Raycaster
« on: December 03, 2010, 06:08:04 pm »
A while ago I was toying with the idea of a raycaster in Axe, but I couldn't get the math right. Looking at your source code now, it makes so much sense.

I figured the least I could do to help was to give it a bit more kick ;) I could hardly avoid from crashing into walls it was so fast.

1667
Axe / Re: Screen to pic#?
« on: December 03, 2010, 01:37:23 pm »
Axe imports all rows of tha picture. That feature was added on my request ;) So you can do
Code: (Axe) [Select]
GetCalc("Pic1",768)
Copy(L6,P,768)

and even when you recall a pic with RecallPic # in TIOS, 64 rows will be drawn to the screen when the size of the Pic is 768!

RecallPic does not draw the 64th row, even if it exists.

1668
Axe / Re: Ion Table
« on: December 02, 2010, 08:42:45 am »
Yeah, they're just funny little OS calls, that TI probably have available in the official (and rather pathetic) SDK.

Axe is better, and it's on-calc.

Actually they're not OS calls, they change the OS flags that affect how OS calls will work if you call them.

1669
Other / Re: Anyone use Logisim?
« on: December 01, 2010, 10:25:32 pm »

1670
Axe / Re: Probably a dumb question.
« on: December 01, 2010, 06:35:12 pm »
i was wondering if there was an assembly command or commands that i could put in the program as hex using Asm( but i guess there isnt anything :(

There IS a way to run BASIC programs in Assembly because TI-OS does it. The problem is that no one really knows how it's done. Let me check if BrandonW documented the interpreter.

I'm sure people know how it's done, as it has been done in many instances before. Any shell application has to be able to do it, for instance.

1671
The Axe Parser Project / Re: Assembly Programmers - Help Axe Optimize!
« on: December 01, 2010, 03:38:20 pm »
Just some minor stuff. None of these improve size, but they'll shave off a few cycles.

Code: [Select]
p_Add510:
.db 4
inc h
inc h
dec hl
dec hl
p_Add514:
.db 4
inc h
inc h
inc hl
inc hl
p_Add767:
.db 4
inc h
inc h
inc h
dec hl
p_Add769:
.db 4
inc h
inc h
inc h
inc hl
p_Add1024:
.db 4
inc h
inc h
inc h
inc h
p_Sub510:
.db 4
dec h
dec h
inc hl
inc hl
p_Sub514:
.db 4
dec h
dec h
dec hl
dec hl
p_Sub767:
.db 4
dec h
dec h
dec h
inc hl
p_Sub769:
.db 4
dec h
dec h
dec h
dec hl
p_Sub1024:
.db 4
dec h
dec h
dec h
dec h

1672
The Axe Parser Project / Re: Bug Reports
« on: December 01, 2010, 03:12:08 pm »
I saw it DJ, and I'm assuming he misspoke. Please observe the attached GIF, in which it compiles correctly if both the quotes and parentheses are closed.

1673
The Axe Parser Project / Re: Bug Reports
« on: December 01, 2010, 03:03:20 pm »
BUG:  Don't Quote Me!

I show best by example.


Text(5,10,"HELLO"
Text(5,30,"WORLD!"


When compiled it will give an ERROR: BAD SYMBOL  at the 2nd Text(

The parentheses are not closed.

1674
TI Z80 / Re: My First Quantum Translocator
« on: December 01, 2010, 12:41:49 pm »
If that is the 16 bit OR operation, shouldn't you be incrementing A by 2 every cycle since you need to increment 2 bytes?

No. Because of how loading values into 2-byte pointers works, it actually returns the address of the pointer plus 1.

1675
The Axe Parser Project / Re: Bug Reports
« on: December 01, 2010, 12:37:31 pm »
The error occurs when the quotes are closed but the parentheses are not closed. It's completely understandable that you would have an error in this situation because you didn't close the parentheses. The fact that the code compiles correctly with both the quotes and the parentheses left open is just some odd quirk that probably should not be relied on.

1676
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: December 01, 2010, 09:03:40 am »
Just a note: Drawing your character sprites in 4-level grayscale will make drawing them as masked sprites more challenging than 3-level grayscale sprites.

1677
The Axe Parser Project / Re: Bug Reports
« on: December 01, 2010, 08:54:04 am »
I think X and Y are reversed when you try to use Pt-On with an arbitrary buffer.
Code: [Select]
[FFFFFFFFFFFFFFFF]->Pic1
.Pic2 is the buffer
Zeros(768)->Pic2

.Draw the sprite to Pic2
Pt-On(50,10,Pic1)->Pic2

.Copy Pic2 to the buffer
ClrDraw
Copy(Pic2, L6,768)
DispGraph

What I think should happen is it draws the sprite 50 pixels right and 10 pixels down. What actually happens is it draws the sprite 10 pixels right and 50 pixels down. Is this a bug, or am not doing this the right way?

I'm using Axe 0.4.6.

Yeah, this quirk has existed since drawing sprites to arbitrary buffers first came out. I believe it's been mentioned in here a few times before, but maybe there's a reason Quigibo is leaving it like this.

1678
The Axe Parser Project / Re: Bug Reports
« on: November 30, 2010, 10:47:31 pm »
I know, that's just an oddity resulting from the fact that the code is already poorly structured because he left the parentheses open. There would be no problem if he closed both the quotes and the parentheses.

1679
The Axe Parser Project / Re: Bug Reports
« on: November 30, 2010, 10:34:43 pm »
BUG:  Don't Quote Me!

I show best by example.


Text(5,10,"HELLO"
Text(5,30,"WORLD!"


When compiled it will give an ERROR: BAD SYMBOL  at the 2nd Text(

I fiddled around with it for a while, and to make it work, you have to change it to this V

Text(5,10,"HELLO
Text(5,30,"WORLD!

What is that about?

also i tried this, and it compiled.
Text(5,5,"ERROR: YOU HAVE TOO MANY NOTES"POO
( i know but i use the word poo when testing things....

the only thing that showed up was that square symbol.. ???

A much more reliable way to avoid errors regarding closing quotes/parentheses/brackets is to simply close them all. You will never get an error this way.



Regarding this:
Text(5,5,"ERROR: YOU HAVE TOO MANY NOTES"POO

Once you closed the string, the parser resumes normal evaluation. This causes it to evaluate P, O, and O as variables, each one replacing the previous value. This results in the final value taking on the value of O, thus the code displays whatever garbage string is pointed to by O.

In case that's somewhat difficult to understand written out, here's pseudocode to represent how the parser interprets that line, instruction by instruction:
Code: [Select]
Load 5
Store last value into pen X
Load 5
(An instruction that's not important for this simplified pseudocode)
Store last value into pen Y
Load pointer to "ERROR: YOU HAVE TOO MANY NOTES"
Load value of P
Load value of O
Load value of O
Store last value into string pointer
Display string

1680
Miscellaneous / Re: What is your avatar?
« on: November 30, 2010, 06:24:13 pm »
Mines a blank space. Blank spaces were invented in 1720 by a famous European artist named Eliahou von Starjenflag and gained popularity in North America during the Revolution.

After the events in Roswell, New Mexico involving UFOs, blank spaces became less prominent in daily life, as space travel and aliens became the main focus of most Americans.

They came back into the limelight shortly during the early years of Rock and Roll in the United States, but were ultimately overshadowed by Nirvana and Metallica, and slipped away into the shadows again.

I use a blank space as my avatar to show respect to the hard battles that blank spaces won and lost before they became obsolete. I believe that someday, blank spaces will have their time, and I will be there to witness the awesome power of...nothing.

That is all.

EDIT: The Game

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