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Graviter / Re: Graviter
« on: December 10, 2011, 11:45:22 pm »
MOAR LEVEL!
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. 317
Miscellaneous / Re: Userbars: Do you make any?« on: December 10, 2011, 11:43:57 pm »
oh right, okay.
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Humour and Jokes / Re: If there was tech support in botswana...« on: December 10, 2011, 11:39:35 pm »
Go eat some cheese
I can't find any sufficiently aged chees 319
Axe / Re: Axe tile mapping! HELP!« on: December 10, 2011, 11:15:18 pm »
lol yeah, that's correct, assuming your map data is in GDB1.
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Axe / Re: Axe tile mapping! HELP!« on: December 10, 2011, 07:41:59 pm »
With scrolling, you need an X offset and a Y offset, in pixels. I use T for the X offset, and S for the Y offset. Assuming you have a pointer to the tilemap in W and the start of the Tile sprites in Pic1, using A, B, C, D, and E as temporary variables...
Code: [Select] ClrDraw So when T is 8 and S is 8, you're at the top-left most corner of the tilemap. You can increment/decrement T and S using the arrow keys. 321
TI Z80 / Re: Seeker« on: December 10, 2011, 07:26:32 pm »
You know the Axe command Full? This doesn't use that, it uses normal speed.
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TI Z80 / Re: Seeker« on: December 10, 2011, 07:20:23 pm »
Okay, I spent the last coupla hours working on this. I set up a physics engine that has perfect collisions, using only pxl-Test. This thing has no tilemap
BTW, this is all 6MHz. Also, if you noticed from the screenie, the engine supports slopes as well. Source is attached. 323
TI Z80 / Re: Seeker« on: December 10, 2011, 01:56:59 pm »I know I got that, sorry, PLEASE OMNI GODS! SEND AN INTELLIGENT CODER WHO KNOWS PXL-TESTING TO THIS THREAD!!! (and not saying you guys can't help, but I think we all need one of this people.) Hello? I'll see what I can do, you're asking about getting realistic gravity working with pixel testing commands, right? 324
Axe / Re: Velocity« on: December 10, 2011, 01:51:25 pm »
Think of it this way: let's say you want to move to the right 1.5 pixels per frame. But you can't have half pixels - so instead, you double your X coordinate, and divide by two. Make an improper fraction of sorts, because Axe can easily store those, instead of a decimal, which is harder. Change it so that instead of moving 1.5 pixels per frame, you use 2x inflation and move 3 pixels, but divide your X coordinate by 2 each frame. Axe rounds all division operations, so it's going to round the fraction to the nearest pixel.
That probably made no sense. Example: Code: [Select] .Move character 1.5 pixels per frame to the right ^^In this example, I'm only using 2x inflation. 256x inflation means you can move 1/256 of a pixel each frame. Did that make sense? 325
Music Showcase / Re: The Game that we Lost (song)« on: December 09, 2011, 10:09:33 am »
*bump* just listened to this, I have to say, wow, it's very cool, especially at 1:23, with the syncopated bass and drums, it was pretty awesome.
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The Axe Parser Project / Re: Features Wishlist« on: December 09, 2011, 09:53:12 am »
Yeah, Parser, it's the equivalent of going like this:
Data(1ST_BYTE_OF_APPV,2ND_BYTE_OF_APPV,3RD_BYTE_OF_APPV,etc)->GDB1 327
Axe / Re: Velocity« on: December 09, 2011, 09:50:14 am »
Do you understand the idea behind 256x inflation, and why it's a good idea?
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The Axe Parser Project / Re: Features Wishlist« on: December 07, 2011, 11:20:50 pm »
Okay, I've mentioned this before, and I'm not sure if it's in 1.0.5 cause I'm still using 1.0.3, but I would really like to say support for appvar absorption, where the source needs the appvar, but the executable doesn't. So, like when you absorb a Pic from TI-OS into an axe program, you go [Pic1]->POINTER, I'd like to see something like [appvANAPPVAR]->POINTER. Does that make sense?
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Axe / Re: Velocity« on: December 07, 2011, 06:45:12 pm »BUTTSFREDKIN I LOVE YOU NOW... lol I certainly hope so. 330
Axe / Re: This code doesn't work D:« on: December 07, 2011, 10:38:50 am »
I think the closing parentheses might be hurting you. I'm not sure if Axe does this, but Text(23,24,"1)------- might be registering the same way as Text(23,24,"1")
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