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Messages - Xeda112358
Pages: 1 ... 201 202 [203] 204 205 ... 317
3031
« on: October 20, 2011, 08:18:28 pm »
Hmm, I'm not sure, but I think it would be cool to have a drawing program in Grammer code. I have been meaning to make one for a while, but I never got around to it EDIT: Also, I am planning for the release of the Grammer App It should be coming later tonight
3032
« on: October 20, 2011, 06:22:50 pm »
I want to add screenshots of this program I made. How could I go about doing that?
For that one, you will want to download WabbitEmu, put your calculator ROM on it, then you go from there. Otherwise, for now, I could try to get you a screeny (by the way, I saw that and liked it I even commented a page or so back about it) What exactly are appvars and how do I use them?
Appvars are variables that can hold any kind of data in them and were originally intended for ASM programs and Apps. In Grammer, you can create an appvar of a given size and use it to store information. Currently, there is no way to resize an appvar, though. So if you want to create an appvar of 64 bytes called Data, you will want to use the Send( command: Send(64,"UData→H
The "U" says it is an appvar (use E for a program, F for a protected program). by doing →H, the location of the data is stored to H for later use I've been playing around with the particles function in Grammer, and just wanted to know if there was anything else I could do with it, like using the particle physics to make a Line Rider / Free Rider kind of game (acceleration/deceleration).
I haven't added in functionality like that, but from looking at your other program, I would suggest trying something like this: Test the pixel underneath the front of the sled and the spot ahead of it. Also have a variable holding the acceleration. If the pixel ahead is higher, decrease acceleration by 1. If it is lower, increase the acceleration. Also check the pixel 2 pixels below the front of the sled. If that is also on, you are on an accelerating track, so automatically increase speed by 2. Also note that once velocity becomes negative, the "front" of the sled and "back" of the sled can be reversed. How can I generate a random number, like randInt( in BASIC?
In Grammer, you can use rand to generate a random number from 0 to 65535. However, I can add in the randInt( function if that makes life easier In other news, Grammer has been successfully put into App form ! Right now I am working on the menu to select a program to run. Once that is finished, I will release Grammer 2.0! So I have a question: I am using Brass, so how do I change the name it assigns my app?
3033
« on: October 20, 2011, 04:16:50 pm »
That might be more difficult to do with how I currently have the sprite routine coded. I think I will fix this eventually, but it might be a while, sorry On another note, I am working on converting Grammer to an APP, but it isn't working properly. I am going to be doing a lot of debugging I am pretty sure I have all the SMC removed at this point, but some commands still don't work properly. Also, with the current setup, the program name must be in Ans and then running the App will execute the program. Once I have all the bugs worked out, I will add a menu to select the programs and whatnot from
3035
« on: October 20, 2011, 12:52:11 pm »
I was in a programming zone for a little while, so here are a bunch of nice updates: -Pause If will pause for as long as the statement is true. For example, to Pause for as long as a key is being pressed:
Pause If getKey
-!Pause If will pause for as long as the statement is false. So to pause until a key is pressed:
!Pause If getKey
-getKey( is used to check if a key is pressed. For example, if Enter is pressed, getKey(9 will return 1. -Tokens like Pic3 and Str1 will now return a pointer to the respective OS variable. -Pause will create a delay in hundredths of seconds. For example, Pause 66 will delay for about .66 seconds. -The sprite routines should now be clipped in the down direction (I will work on more clipping later)
I am not sure if I left anything out, but have fun!
3036
« on: October 20, 2011, 08:55:58 am »
You do it the same way you write data to a program All I did was make the program in the program editor and then I used Calcsys to change it to an appvar. But if you want an example, here is how to make an appvar that has two screen buffers: Send(768*2,"UBUF→H +768→I
Now H points to one buffer and G points to the other And from there, you can use some Fill( commands to copy the graph screen to a buffer and then you won't need to mess up the graph screen! O>O I just realised I can add the commands DelVar, Archive , and Unarchive
3037
« on: October 20, 2011, 08:48:56 am »
I think I would have to save I/O detection for another command And that is what the keys would be if they existed And as a note, all keys pressed will in fact return 16 (I finally got it on my real calc) Aside from that, I have made a mini update to the version of MARS that I was working on It now has 3 difficulty levels. The reason I made this, actually, is because I wanted to show that appvars can act as subprograms, too. The one here is called GLEV and what it does is it lets the user select a difficulty level and set the processor speed. The difficulties in MARS2 is changed simply by making the ship go slower for easy mode and faster for hard mode while the bullet stays a constant speed.
3038
« on: October 19, 2011, 11:14:51 pm »
mmm, maybe I wonder how Axe changes it tokens... ?
3039
« on: October 19, 2011, 11:12:52 pm »
Not yet, sorry I am trying to think of a useful key combination, but I don't know Also, I am now trying to think of a token to use to insert and delete data from a var. The syntax I want is to have a pointer to the data, an offset, and number of bytes to add or remove.
3040
« on: October 19, 2011, 09:33:41 pm »
Sorreeee I tried to keep ReCode and Grammer pretty similar (just safer and more likely to work as expected in Grammer). Though Grammer has had a lot more polishing and a lot more features... Awesome and good luck! Feel free to ask questions
3041
« on: October 19, 2011, 09:10:12 pm »
So I can't seem to get the updated version on my calc to test if pressing all of the arrows will return 16 as a key press, so i will just upload this update, now: Now, getKey returns theses values for these combinations: 5=Down+Left 6=Down+Right 7=Up+Left 8=Up+Right 16=All directions mashed (supposed to work, not sure if it does) Aaand, I figured out a simple solution to get the ! token to work for Repeat and While EDIT: And I notice Awalden0808 has submitted a Grammer program to TICalc, too! Congrats on being the third person to do so! And it is actually kind of fun... If you are reading this, you should make it so the user has to reach the upper right pixel or something Or be surrounded on three sides by pixels or something. THen you could turn it into a game... Actually, I might do that
3042
« on: October 19, 2011, 03:39:02 pm »
But that would mean that keys don't register if something like headphones are in the I/O port ...
3043
« on: October 19, 2011, 03:35:28 pm »
Erm, I meant key presses... And sound... hmm, I could implement some unofficial sound routines. Which tokens should be used?
(I say unofficial because they will need to be modified a bit and won't remain backwards compatible, probably)
3044
« on: October 19, 2011, 03:25:15 pm »
Hmm, now there is an interesting idea... I haven't programmed that in, but I think I could make some special key combinations register... So the diagonal directions are a given, but what should I do for 16 and 24?
3045
« on: October 19, 2011, 02:07:28 pm »
That is just because of the way the hardware was set up Also, i am working on trying to add the ! for While and Repeat loops, but I don't think it will be working So here is what ! does. If the expression after it is 0, 1 is returned. Otherwise, 0 is returned for example, !3=4 returns 1, !3=3 returns 0. if you put it before an If statement, instead of checking if the condition (or conditions) are true, it checks if they are false. Have fun
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