1996
The Axe Parser Project / Re: Axe Parser
« on: September 27, 2010, 09:55:06 pm »
PRAISE THE ALL-MIGHTY LORD OF CALCULATORS, AXE 0.4.5!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1996
The Axe Parser Project / Re: Axe Parser« on: September 27, 2010, 09:55:06 pm »
PRAISE THE ALL-MIGHTY LORD OF CALCULATORS, AXE 0.4.5!
1997
Axe / Re: Wait For Keys« on: September 22, 2010, 08:03:24 pm »
No, he means if you're running a program at 15MHz, you have to similarly precede the DispGraphr(r) with Normal and put Full after it.
1998
Axe / Re: The input Command« on: September 22, 2010, 06:49:01 pm »well, this is how to Disp-lay the inputted text: The input command is a string of tokens, not characters. For this reason, you shouldn't simply Disp-lay input as in your first example. Additionally, trying to create an appvar with GetCalc() using a string of tokens for the name is bound to have undesirable results if the user enters any non-alphanumeric tokens. 1999
The Axe Parser Project / Re: Assembly Programmers - Help Axe Optimize!« on: September 22, 2010, 06:42:19 pm »
And how would the parser decide to do that
2000
The Axe Parser Project / Re: Assembly Programmers - Help Axe Optimize!« on: September 22, 2010, 04:24:15 pm »I'm thinking it would be neat for the commands that return booleans to not always have to calculate the 0 or 1 value directly. I was thinking instead that the command will set an internal compiler variable that tells which condition code to use. Then, the following command can either optimize according to the condition or otherwise generate a 0 or 1 as usual. How do you surmise that the compiler would know when to use which? For instance, A≠5 or (B≠6) could be optimized to A-5 or (B-6), but A≠5 and (B≠6) could not be similarly optimized. 2001
Axe / Re: Questions« on: September 22, 2010, 04:09:06 pm »
The problem exists in this code:
Code: [Select] A->{L1+A}/16 Although {L1+A}/16 and {L1+A}^16 would correctly retrieve the high and low nibbles of a byte if they were on the left side of a value→pointer statement, there is currently no built-in support for storing to nibbles. As of now, you can only store one or two whole bytes at a time. As soon as the parser reads the closing brace around the pointer and sees that the next character is not the r modifier, it would encode this as storing the value to the full byte at L1+A. The calculation would then carry on to /16 or ^16, but as there are no more storing statements after this, these would just be do-nothing calculations. And because the A+5 line operates second, it overwrites any value the previous line wrote to L1+A. A+5 is stored to the byte L1+A, resulting in the first nibble always being 0 because A+5/16 is (for the current domain of A) always 0. To store two nibbles to a byte at the same time, you could do the following: Code: [Select] A*16+A+5→{L₁+A} Or to store two nibbles to a byte separately, you could do this: Code: [Select] .Store high nibble Or, wait for Axe 0.4.5, which will have built-in nibble support. 2002
Portal X / Re: Portal X« on: September 20, 2010, 03:30:31 pm »
Well if the App ever starts getting too big, just send me a message and I'll help crunch your levels
2003
Portal X / Re: Portal X« on: September 18, 2010, 10:09:46 pm »
By the way, if you want to release the level data ahead of time, I can try to see how well I can compress it.
2004
News / Re: Axe Contest poll and judging starts« on: September 17, 2010, 03:39:17 am »
I didn't compile anything, the zip file contains only readme.txt and Splut.8xk. I did manage to get it working though. It was failing like that on a TI-83 Plus, but works on a TI-84 Plus Silver Edition. Is this game somehow incompatible with non-84's or non-SE's?
2005
News / Re: Axe Contest poll and judging starts« on: September 17, 2010, 03:14:24 am »
I'm having problems with Ikkerens' entry... Nothing happens when I try to run it.
2006
TI-BASIC / Re: Jumping - reverse gravity« on: September 09, 2010, 11:28:23 pm »
Your problem exists in this line:
Code: [Select] A-2(X=(S-B3->A When gravity is reversed and you are falling, A and B are both -1. When you hit X=4, this line thinks you have just hit the top of a jump and should start falling, so it subtracts 2, trying to turn A from 1 to -1. However, A is already -1, so A becomes -3, hence the 3-line jump. This can be fixed by changing the code to the following, which will simply set A to -1 if it thinks you have hit the top of a jump (even if you haven't and you were just falling):Code: [Select] If X=(S-B3
2007
Introduce Yourself! / Re: My 'Hello' to you.« on: September 09, 2010, 04:05:14 pm »
THE PEANUTS ARE A TRAP!!!
2008
Axe / Re: Animating an 8x8 sprite with facing« on: September 09, 2010, 01:39:11 pm »
Give the sprite both position and diretion/velocity variables. Design the sprites to face one way, but when drawing, check the velocity/direction and display either the sprite or flipH() of the sprite accordingly.
2009
Axe / Re: Animating an 8x8 sprite with facing« on: September 09, 2010, 01:07:00 pm »
I don't understand what you mean.
2010
Axe / Re: Draw an entire pic?« on: September 08, 2010, 11:20:08 pm »
Can't you just say Pic0→DispGraph?
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