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Grammer / Re: Grammer Q&A
« on: January 30, 2012, 09:05:46 pm »
Ah, I meant with that call that you have .M19. At the end of that you will want to update your pointer.
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Grammer / Re: Grammer Q&A« on: January 30, 2012, 09:05:46 pm »
Ah, I meant with that call that you have .M19. At the end of that you will want to update your pointer.
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Grammer / Re: Grammer Q&A« on: January 30, 2012, 08:57:39 pm »
Ah that is a smart idea... however you might then need to add that to the list of pointers you need to update
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Grammer / Re: Grammer Q&A« on: January 30, 2012, 08:54:31 pm »
1) Use Output(1 unless you mean using the OS big font instead of the built in big font
2) Use the second one (as long as you have the latest Grammer version). You can also do Goto Lbl "BS","EAR03 2389
The Axe Parser Project / Re: [Axiom] Floating Point Math (and other stuff)« on: January 30, 2012, 07:45:09 am »
I think it depends on the browser. I am using Chrome and it works fine for me
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Calculator C / Re: Sprites and Maps in C 68k« on: January 29, 2012, 04:00:29 pm »
Thank you much! I wasn't sure how to define MAP_X and MAP_Y, but now I know! Thanks!
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Calculator C / Re: Sprites and Maps in C 68k« on: January 29, 2012, 03:08:45 pm »
sorry to interrupt again .___.
I tried modifying the code to suite my purposes and I keep getting these errors and I don't know why 'MAP_Y' undeclared (first use in this function). 'MAP_X' undeclared (first use in this function). Unused variable 'map1'. EDIT: also, KERNELBASE.dll seems to have a lot of issues with me, so ever time I get an error, it freezes and uses up tons of system resources and I have to press F10 a bazillion times and click okay on a bunch of popup error messages 2392
Calculator C / Re: Sprites and Maps in C 68k« on: January 29, 2012, 02:20:43 pm »
Sorry, I do not know an answer to this, but I am also learning C for the 68K calcs, so I am here just to say thank you The code is very helpful for me to study
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TI Z80 / Re: The Reign of Legends 3 Port [Grammer]« on: January 29, 2012, 01:40:19 pm »
I think it is an extra tile if it is supposed to have symmetry
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TI Z80 / Re: The Reign of Legends 3 Port [Grammer]« on: January 29, 2012, 11:40:13 am »
Okay, I found the problem as I already said in chat :]
Pretty much, all the creating of new vars and whatnot destroyed pointers to key data, specifically the Map and sprite info. So all you need to do to fix it is to add this at the very end of routine .M19: Code: [Select] Get("VM→M
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Grammer / Re: Grammer Routines« on: January 29, 2012, 10:43:22 am »
A very simple routine for moving an object in relation to key presses looks something like this:
Code: [Select] The reason for why If >95 works for both directions is because if X reaches 0 and is decremented, it becomes 65535. So by testing If >95, you are checking for negative going off screen in both directions EDIT: Edited for optimisation 2396
Grammer / Re: Grammer 2-The APP« on: January 29, 2012, 10:37:59 am »
Okay, news, good news and better news:
1) I started freeing up saveSScreen so that eventually folks can use that a an extra screen buffer. It is not used yet, but it will be eventually. This also limits label names to 10 bytes (actually, probably 30 ish) 2) I added an optional argument for Lbl that will let you search a label in a specific program. For example, Lbl "HELLO","EHI will search for the label HELLO in program HI. 3) I just started going through and removing unused code and I am surprised I was not assassinated by the programming gods o.o I cut out over 3000 bytes of code, so Grammer has over 6000 bytes of space left. Now I want to see what I can do about trig LUTs and whatnot... 2397
TI Z80 / Re: The Reign of Legends 3 Port [Grammer]« on: January 29, 2012, 08:54:56 am »
As discussed on IRC, there was a brief period of time when I added the new optional arguments to solve(0 that it stopped working properly, but I fixed it a few hours later
As for calling labels in other programs, it may have worked through shear luck, but it will not work all the time under normal circumstances. I will try to add an optional argument to Lbl to specify the variable, though. So what appears to be going wrong, still, to me is that you aren't updating variables properly or you are changing them and appears to only be a problem when saving. I am going through and trying to figure out exactly what is wrong, but my guess is inconsistent saving 2398
News / Re: Cemetech contest ends tonight. Hurry!« on: January 29, 2012, 08:45:14 am »
>.> Sounds like that BatLib post...
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TI Z80 / Re: The Reign of Legends 3 Port [Grammer]« on: January 28, 2012, 05:56:13 pm »
It looks like you are either overwriting a variable (pointing to map or tile data) and not restoring it, or you are creating new data and not restoring pointers. I would make sure to unarchive stuff at the very beginning of the code and then archive when the person is exiting if you want to archive. Also, creating any programs or appvars (other types are okay) should be done in the beginning. The reason is if you decide to search for a label and store it to P, then you create or delete a var or do something like that, P will be pointing to the wrong place (RAM gets shifted, depending). I don't know if that helps?
EDIT: Also keep in mind that though the flash chip will last for years, the more you archive, the shorter its life span will be before the flash chip won't work. EDIT2: I haven't looked much at the code, but it definitely seems like you are modifying pointers that you need to either keep or restore. EDIT3: Also, solve(0, returns a pointer to the newly created var, so you don't need to follow it with Get( EDIT4: Jumping to labels in other programs is not supported yet at all o.o 2400
Axe / Re: Flames tutorial« on: January 28, 2012, 12:06:50 pm »
So did my code work, otherwise?
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