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The Axe Parser Project / Re: Axe Parser
« on: June 23, 2010, 12:18:15 am »
Both work just fine for me, DJ Omnimaga.
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. 2161
The Axe Parser Project / Re: Axe Parser« on: June 23, 2010, 12:18:15 am »
Both work just fine for me, DJ Omnimaga.
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Axe / Re: Token Display« on: June 22, 2010, 11:55:04 pm »
I was actually wondering how to display tokens because one thing I enjoy doing is making tools for programming (like my sprite editor). I was actually planning on making an Axe program editor like you plan on in future versions. If I got it in good working condition, then you could even just absorb it into your Axe releases and not have to worry about all the work for it, I'd do it for you.
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Axe / Re: Token Display« on: June 22, 2010, 11:06:29 pm »
I'm not talking about ASCII characters, I'm talking about tokens. Things like DiagnosticOff, For(, Str0, etc.
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Axe / Token Display« on: June 22, 2010, 10:57:26 pm »
How can you display tokens? I'm pretty sure there's no way to do it in Axe (though I may be wrong), but is there at least a way to do it with assembly?
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Axe / Re: String Help« on: June 22, 2010, 09:07:10 pm »
conj() works great for vertical scrolling, but won't work for horizontal scrolling.
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Axe / Re: String Help« on: June 22, 2010, 08:59:58 pm »
If you were wondering how I did it, I just used a sort of cheap way. I drew all the characters not on the right edge of the screen normally. Then, I drew the character that should be on the right edge somewhere else, in an unused spot on the screen, and used For() loops to loop through every pixel, copy the pixel to where it should be, and unset the pixels in the place I drew the character.
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The Axe Parser Project / Re: Your Projects - Post and Critique« on: June 20, 2010, 06:53:19 pm »
Eh not really, it doesn't look spectacular while scrolling on either. It looks great while standing still though.
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The Axe Parser Project / Re: Your Projects - Post and Critique« on: June 20, 2010, 06:39:32 pm »
I was thinking about doing something like that, but as it is it runs fairly slowly, so it would slow it down even more.
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The Axe Parser Project / Re: Your Projects - Post and Critique« on: June 20, 2010, 06:24:46 pm »
Perhaps it would look nicer with collision detection. And not letting you walk off the edge of maps into random sections of RAM.
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The Axe Parser Project / A message for DJ Omnimaga« on: June 17, 2010, 03:38:50 pm »
EDIT: My original post was a bit rash and not well thought out. Now that I've had a bit of time to cool down, I realized that wasn't what I really wanted to say. This is all I really want to say:
I can't think of a better place for a great project like Axe Parser to reside than Omnimaga.org. I'd hate to see it leave due to a small dispute. 2172
The Axe Parser Project / Re: Axe Parser« on: June 17, 2010, 03:47:11 am »
2 questions:
EDIT AGAIN: Nevermind about that third question, just noticed you added extra Fix commands for that. 2173
Axe / Re: Enlarging sprites?« on: June 16, 2010, 01:14:00 am »mhmm I think I am starting to understand the concept a bit. One part I got confused at is how to only store certain pixels in particular. I'm glad you explained it in details. I am still confused at paragraph 2 sentence 4, though If by sentence 4 you mean "All the pixels to the right of and equal to X=24 will thus retain their values before the shift," here's the explanation. We stored the values of all these pixels (because we happen to want to retain the position of every pixel in this byte, we will store byte^256) to a variable before turning them all of, because we don't want these pixels to move. We had to turn them all off so when we multiplied the byte by 2, the other pixels will be shifted, but 0's will be in the spaces of these pixels, so we can simply add back the value we stored earlier to get these pixels as they were without a shift. Also in which order do you double rows, btw, after 24 and 71? I assume it's 12 then 83, right? But what would be the exact order afterward? 24,11,36,3,29,15,42,24,9,38,30,14,45,18,1,34,25,7,42,19,37,27,7,46,12,32,21,42,14,36,24,47 It may be easier to understand the following, though: 24,12,36,6,30,18,42,3,27,15,39,9,33,21,45,1,25,13,37,7,31,19,43,4,28,16,40,10,34,22,46,2,26,14,38,8,32,20,44,5,29,17,41,11,35,23,47 The second list is the order in which I'd want to do each pixel column in the original picture. However, because doubling columns before I get to a certain column means the column I really want has been shifted over, I had to account for this, thus the first list. 2174
Axe / Re: Help on hit detection for my AXE parser contest entry« on: June 16, 2010, 01:09:35 am »
I'm a bit confused by what kind of hit detection you're looking for. Do you want it to check to see if the bomb is within 16 pixels horizontally and vertically of the character? Like a square around the character with side length 32?
Or does the fact that this question is more than a week old mean that you already solved the problem, I'm just wondering why nobody ever posted a solution or you never posted to say that you fixed it yourself. 2175
Axe / Re: Enlarging sprites?« on: June 16, 2010, 12:51:59 am »
Here's a very slowed down example of horizontal zooming. Currently, it is doubling the X=24 column of pixels. After this, it would jump to the other side of the screen and double the X=71 (95-24) column, pushing pixels right instead of left. To end up with a fully 2x zoomed image, this is done on different pixel columns and until every column has been doubled.
Before a group of pixels flashes off, the data for those pixels is stored to a variable. (You can only see the flashes affect one or two pixels, but they in fact cover 8 pixels, because:) The pixels in this group are the pixels not being shifted and the single pixel being doubled in the byte containing the X=24 pixel, or in this case, all the pixels in the X=24 byte, because X=24 is the leftmost bit in the byte. We're removing them first so when the byte is multiplied by 2 and thus shifted left by one pixel, we can simply add back their values as they were without a shift. All the pixels to the right of and equal to X=24 will thus retain their values before the shift. Because we happen to be shifting a pixel that is the first bit in its byte, multiplying it by 2 will actually shift that pixel off the end of the byte. But we didn't lost it. Before we multiplied the byte by 2, we stored the value of the leftmost pixel (byte^128) to a variable so we could carry it over to the next byte. Therefore, we will end up with the X=24 pixel and the pixels to the right of it with the same value, but we will add back that carry-over value as the eight bit in the byte to the left, effectively doubling the X=24 pixel. We then move left byte by byte (8 pixels by 8 pixels), storing the leftmost bit, multiplying by 2, and adding back the leftmost bit from the previous byte, shifting bytes by 1 bit until we reach the edge of the screen. This will repeat for Y=0 to 63, then move to the other side of the screen and perform mirrored operations for X=71. This repeats until all pixel columns have been doubled and the outside pixels shifted out. |
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