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Messages - TheMachine02

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166
TI Z80 / Re: VVVVVV
« on: December 04, 2013, 12:52:36 pm »
TheMachine: Yeah, I'm working on that.
[...]
New update tonight!

 :D

167
Axe / Re: Help Request - ERROR INVALID TOKEN
« on: December 04, 2013, 12:49:33 pm »
data are implemented in the program in compilation time, meaning that you can't use a loop to create them. In fact, you're first program is compiled like this :

Code: [Select]

While A<=24
A+1->A
End

[05050505050505050505050505050505050505050505050505]->GDB1
[05050505050505050505050505050505050505050505050505]

(all data are put at the end and are not repeat)

168
TI Z80 / Re: VVVVVV
« on: December 04, 2013, 12:23:54 pm »
it's look pretty awesome   :D  one thing though : did you plan to change the way it's disp "Create sav..." (the big font) ? cause it don't look very good with such epic thing  :P

169
TI Z80 / Re: TI-84+CSE Mode7 test
« on: December 04, 2013, 12:18:59 pm »
such games would need an epileptic warning O.O


170
Axe / Re: Help Request - ERROR INVALID TOKEN
« on: December 04, 2013, 10:53:32 am »
that understandable then, cause your reading and writing an one byte variable. With signed{ or the use of two bytes number, evrything work fine  :)

171
TI Z80 / Re: [Axe] - GLib TUTO
« on: December 03, 2013, 01:29:31 pm »
new tuto on Shader !

172
Music Showcase / Re: (AKoO) Island of Mysteries
« on: December 03, 2013, 12:47:27 pm »
I must admit that I don't really like electronic music, but yours is pretty good  :P  that is very good work

173
Miscellaneous / Re: Bitcoin - the currency of the internet.
« on: December 03, 2013, 12:37:17 pm »
I guess you became crazy  :P   * WWWHHHHHYYYYYYY  I'VE DONE THAT *

174
Axe / Re: Help Request - ERROR INVALID TOKEN
« on: December 03, 2013, 11:17:40 am »
it's pretty strange then  :o  cause if you use variable in L1 you have exactly the same thing than with  a normal var (it's just a memory location in all case). Can I see some problematic code please ?

175
Axe / Re: Help Request - ERROR INVALID TOKEN
« on: December 03, 2013, 06:30:42 am »
I fact there isn't any matrix in axe. All you can have is buffer and data, meaning that you have a long list of byte.

If you want to work with a pseudo matrix system, you can code it : for example I want a 8*8 matrix (so 64 elements)


Code: [Select]
Buffer(64)->GDB1  //I create a area Inside of the program, wich is 64 bytes long (so 1 element is one bytes)
//GDB1 is a pointer to this area, an adress use to access to it.

//if I want to acess to the element X,Y I mostly use something like this :
{Y*8+X+GDB1}

//as we work with "list", we need to jump from 8 in 8 with the Y coordinate, and 1 by 1 with the X
//brackets is used to read a byte at the adress provided inside

in general we got this :
Code: [Select]

Buffer(dimX*dimY)->GDB1

//read :
{Y*dimX+X+GDB1}
//dimX dimY dimension of the matrix.

remember though that this work with one byte value (between 0-255)

the paragraph pointer on programming rubric in the documatation pdf explain this, so you might want to read it  :P

Edit: I forget to precise it, but when you read you must set the X,Y value to the coordinate you want retrive. You can of course change the variable, or the name of the pointer

176
General Discussion / Re: Watcha Been Listening To?
« on: December 03, 2013, 05:25:33 am »
what I listen is very varied.
I like listen soundtrack from game (especially game like final fantasy) and pretty like metal  :P  like this :



and I also listen linkin park, metallica  ;D

177
but but that just very epic ! I always wondering how people can find thing like that  :P

178
Axe / Re: Help Request - ERROR INVALID TOKEN
« on: December 03, 2013, 04:56:05 am »
It can be annoying getting used to the little things Axe does funny but stay with it and it will get way easier. The only thing that still bugs the crap out of me is the lack of negative numbers...  :w00t:

err.. negative number in axe does exist, they just a little different that we expect. As we work with 2 bytes number, negative number start from the highest value possible, and then progressively decrease (well, idk if I am very clear) : some code :

Code: [Select]
-1->B   //this is a correct syntax

//now B=65535
Disp B>Dec,i
//and you can do :
B*8->B
Disp B>Dec,i
//B still negative !
//B=65528   (-8)
B*-1->B    //we now get a positive number
Disp B>Dec,i     //B=8

in fact on two bytes we can code  number from -32767 to 32768 using this method (who is implement in axe)
You may find that if the multiplication is signed, the division (/) is not. However it exist a signed division (it's the // symbol)

179
TI Z80 / Re: VVVVVV
« on: December 03, 2013, 03:00:24 am »
who just see this and I can said that this is pretty good work  :P 
* TheMachine02 expects more

* TheMachine02 run

180
TI Z80 / Re: Mad Libs
« on: November 27, 2013, 01:19:32 pm »
Well two thing if I can  :P   I think it would be better if at the start, you set AxeOff and correct Windows settings. Cause everything is messed up if you don't have this. Anyway, this is pretty cool

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