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Messages - Runer112

Pages: 1 ... 135 136 [137] 138 139 ... 153
2041
ASM / Re: Frequency and Channels of a Custom Sound
« on: August 18, 2010, 10:00:39 pm »
Your routine is built to play how many bits per sample, and at what sample rate?

2042
The Axe Parser Project / Re: Axe Parser
« on: August 18, 2010, 02:08:49 pm »
minor question.

which is faster, pxl-Test(X,Y) or this:
Code: [Select]
.eulers 'e'
{Y*12+(X/8)+L6} e X^8


See:

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.

2043
The Axe Parser Project / Re: Features Wishlist
« on: August 18, 2010, 05:12:27 am »
The main reason I'm suggesting that is because, although custom Axe tokens are nice, it's always a pain in the ass to try to write Axe programs on a computer. Some tokens are completely unrelated to what they do. Like the Port command, I can't even remember it now despite having used it multiple times. I always have to look it up every time I want to use it.

2044
The Axe Parser Project / Re: Features Wishlist
« on: August 18, 2010, 04:15:13 am »
Goto r and Endr?

2045
Axe / Re: hexadecimal conversion
« on: August 18, 2010, 04:00:06 am »
qwerty, may i suggest real-time hex display? the hex routine i wrote in this thread would take a few seconds to execute under TI-Basic, but with Axe it's not even humanly noticeable. maybe you could get hex to display every time you change a pixel on the screen? if you do this, you'll find flipping/rotating much easier, since you can then use the built-in functions for it.

That sounds exactly like my sprite editor. :P But thanks for reminding me about it, I should work on it a bit more.

2046
ASM / Re: Jumping to a variable entry in a jump table
« on: August 17, 2010, 06:21:45 pm »
Wait, what exactly is at $8000?

2047
The Axe Parser Project / Re: Bug Reports
« on: August 17, 2010, 04:31:27 pm »
I believe you can access the full 8811 bytes by compiling your program to Ion/MirageOS and running from a shell, right?

2048
ASM / Re: Jumping to a variable entry in a jump table
« on: August 17, 2010, 04:17:01 pm »
Thanks, I didn't know about jp (hl). My question is, why copy the jump table to $8000? Shouldn't I copy it to a location like $8700 (saveSScreen+16)?

2049
Axe / Re: Project Snake X - help
« on: August 17, 2010, 03:33:28 pm »
I'm sorry about the "facepalm" post, I was just a little disappointed that you were taking a while to understand what I was getting at. It was uncalled for.

Anyways, it looks like I guided this project right into the garbage can. I'm sorry Snake X. :'(

2050
Axe / Re: Project Snake X - help
« on: August 17, 2010, 12:19:45 am »
*Facepalm*





EDIT: See http://ourl.ca/6612/110367

2051
Axe / Re: A few simple questions...
« on: August 17, 2010, 12:18:40 am »
What you want is the initial conditions 47*256→X and 32*256→Y, and then use code like the following:

Code: [Select]
While 1
X+U→X
Y+V→Y
Pt-On(X/256, Y/256, Pic1)
End

2052
Axe / Re: Project Snake X - help
« on: August 16, 2010, 08:47:38 pm »
Notice a problem?

Code: [Select]
:.<MENU HANDLER>
:ClrHome
:
:
:If K-15 and (M-52)
:
:  .set menu bit
:  0→X
:
:  .If menu bit is 0
:  !If X

Let me try to more accurately pin down the problem...

Code: [Select]
:  .set menu bit
:  0→X
:
:  .If menu bit is 0
:  !If X

2053
Axe / Re: Project Snake X - help
« on: August 16, 2010, 07:58:05 pm »
Notice a problem?

Code: [Select]
:.<MENU HANDLER>
:ClrHome
:
:
:If K-15 and (M-52)
:
:  .set menu bit
:  0→X
:
:  .If menu bit is 0
:  !If X

2054
Axe / Re: Project Snake X - help
« on: August 15, 2010, 07:20:38 pm »
I didn't properly indent all that code for nothing you know... There's a reason...

2055
Axe / Re: Project Snake X - help
« on: August 15, 2010, 06:19:37 pm »
Let's correctly indent this code, shall we?

Code: [Select]
:If K-15 and (M-52)
:
:  .set menu bit
:  0→X
:
:  .If menu bit is 0
:  !If X
:
:    !If M-28
:      ClrDraw
:      ClrDraw{^r}
:      Fix 0
:      Fix 5
:      Text(30,28→M→N,Str6
:      Text(30,36,Str7
:      Text(30,44,Str8
:      Text(30,52,Str9
:      Fix 4
:
:      DrawInv
:      StorePic
:      ClrDraw
:      Drawinv
:      1→A→Z
:
:
:      .<MENU LOOP>
:
:
:      Repeat getKey→K=9 and (M=N) or (K=15)
:
:        .MOVE CURSOR
:        .Update the cursor destination and current position, although does not draw cursor
:        .there are three things being combining to get a new value of N. First, M>N will be 1 if M (destination) is greater than N (current position), so the expression will be 1 so far. Second is -(M<N), which will evaluate to -1 if M is less than N, so this subtracts 1 in this case. This can only be true if the first expression is false, so the expression will now equal 1 if M>N, -1 if M<N, or 0 is neither are true (M=N). This offset is then applied to N, either moving N in the appropriate direction towards M or, if N already equals M, not changing it at all.
:        min(max(K=1-(K=4)*8+M,28),52)→M>N-(M<N)+N→N
:
:        .ADD RAIN
:        .Add a new rain sprite every 5 iterations of the menu loop
:        DS<(A,5)
:          Pt-Change(rand^96,1,Pic2)
:        End
:
:        .DRAW LOGO AND MENU
:        .Shift sandstorm
:        Z+1→Z
:        Vertical +
:        conj({L6},{L1},708)
:        sub(DM)
:        DispGraph
:        conj({L1},{L6},708)
:
:      End
:
:      .<MENU HANDLER>
:      !If M-28
:        sub(ADV)
:      End
:      !If M-36
:        sub(TM)
:      End
:      !If M-44
:        sub(CL)
:      End
:      !If M-52
:      End
:      .If menu bit is 1
:    Else
:      .If HELP
:      !If M-36
:        Disp Str2
:      End
:      .If SCORES
:      !If M-44
:        Disp Str3
:      End
:      .If QUIT
:      !If M-52
:        Disp Str4
:      End
:      Return

Looks like you're three mismatched Ends short.

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