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Messages - Xeda112358
Pages: 1 ... 133 134 [135] 136 137 ... 317
2011
« on: March 25, 2012, 11:24:30 am »
***This does not have anything to do with your code above!*** Here is some example code you can play with:
;Get the value in Ans B_CALL(_RclAns) ;Ans→OP1 B_CALL(_ConvOP1) ;OP1 converted to DE, E→A
;At ths point, A contains the value of Ans
ld hl,37 ;37→HL cp 13 ;If A=13 call z,SetHLto4 ;Then call the routine cp 7 ;If A=7 call z,SetHLto11 ;Then call the routine B_CALL(_DispHL) ret ;====== SetHLto4: ld hl,4 ;4→HL ret ;Return SetHLto11: ld hl,11 ;11→HL ret ;Return
Does this help at all?
2012
« on: March 25, 2012, 09:06:36 am »
Version 2.25.03.12 I have to rewrite the readme for this thing sometime, it is getting messy...
Updates: I am going to have to rewrite this whole document because it is a mess with inserting new commands everywhere. Anyways, here are useful additions since the last update: -The user can now use lowercase letters instead of, say, A'. This is the same size, but looks cleaner. -You can now store Ɵ' and Ans at the same time by defining both vars after →. For example, R*P→aA will store the upper 16-bits of the multiplication in a and the lower 16-bits in A. -Output(2 is the Text( mode for drawing the fixed font to pixel coordinates -Text( without arguments will return the coordinates as Ans=Y, Ɵ'=X -For the coordinates in a Text( command, you can do relative placement. For example, if you want text at 2 pixels below the last drawn text:
:Text(+2,,"2 The +2 draws it down 2 pixel from the last location and the empty argument for X means it uses the previous X coordinate. Useful for subscripts and super scripts -You can set the Text( coordinates by using two arguments for Y and X. For example:
:Text(56,0
2013
« on: March 25, 2012, 08:50:26 am »
@DJ_O: I thought I already posted a response to this, sorry. It must have been a bad internet connection at the time Currently, only 3-level gray is supported, but I would like to add 4-level in the future, as well.
2014
« on: March 25, 2012, 08:44:58 am »
Well, if you already have the tileset, why copy it twice? You could also store it in an appvar and package it with your program :)As for detecting if there is a save file, here is what I do, normally: "USave→A ;Name of the var. Save to a pointer because it'll be used a lot Unarchive A ;Unarchive the var. (A points to the name) If !Get(A ;Finds the var. Returns 0 if it doesn't exist. Then Send(4098,A ;creates the var iPart(Ans,16448 ;writes the first two bytes as 40h,40h which is the size of the map End Get(A→Z ;Z points to the var
As for generating random maps, how do you want to generate it? You could do some crazy cool stuff using math to make regions of similar tiles (so you could have ponds, rock areas, and others). Also, there is an Axe coder now doing something like this, too
2015
« on: March 24, 2012, 06:36:09 pm »
Yes, base 11 is neat because 11 is prime. Also, too bad it was unuseable
2016
« on: March 24, 2012, 04:46:53 pm »
I spent days on mine Then again, I hardly knew any Axe when I started
2017
« on: March 24, 2012, 01:46:55 pm »
What needs to be changed that it works on a TI83Plus? There's no fast mode and I'm not sure about the $83 ram page, could you explain that?
Yeah, I am still not sure why page 83 is needed (which isn't available on the 83+).
2018
« on: March 24, 2012, 01:00:59 pm »
Ah, I see, yeah, I forgot that grayscale part You can OR the different layers together, then, maybe? (like the darker layer of the sprite and background and then the lighter layer of both). I don't know if that would work at all...
2019
« on: March 24, 2012, 10:02:12 am »
Wow, that seems really cool That is the type of game I would like because it wouldn't be the same each time I played through o.o
2020
« on: March 23, 2012, 10:51:49 pm »
Nice I want to rewrite mine, now...
2021
« on: March 23, 2012, 10:25:40 pm »
Um, did you cycle to the chars that actually have data? (the first few are blank, so you won't see them)
2022
« on: March 23, 2012, 09:24:10 pm »
Thanks The scrolling was fun to do. I used some similar code to a maze program that I wrote, so the program source loads Pic2 as a map. Then it reads the pixels to figure out if it needs to plot a barrier or fruit
2023
« on: March 23, 2012, 09:17:42 pm »
The screenies? Because I edited them in after you posted I hope folks can have fun Also, if multiple people submit a font, I can only take one, but then you can post your fonts on TICalc (and here). Grammer programs can work with multiple fonts after all
2024
« on: March 23, 2012, 11:03:12 am »
Wow That is fast and is a great intro screen (I like the animation). And you have grayscale EDIT: Also, you have 11 fingers? Coool
2025
« on: March 23, 2012, 10:58:47 am »
It isn't usually that easy to do in assembly As for the routine, that converts a string of tokens to a number and stores it to register a (it isn't an input routine). If I have time later, I will write some code for an input routine, but it is not too simple. Also, avoid double-posting unless it has been about a day and your question wasn't answered (you can just use the edit button). EDIT: Those calls aren't there in your code, that is why you get an error
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