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Messages - epic7

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1216
Axe / Re: Axe TextBox input?
« on: December 24, 2011, 01:55:25 pm »
Do you want to know how to input text in an axe program?

If so, try this routine

1217
Gaming Discussion / Re: new game by Notch
« on: December 24, 2011, 01:52:36 pm »
Here's some stuff on tilemapping I sent to parser padwan in PMs

--------------------------------------------------------------------------------
Tilemapping
« Sent to: parser padwan on: 16 December 2011, 21:29:12 »
 --------------------------------------------------------------------------------

First, get some pics!!
[FFFFFFFFFFFFFFFF]->Pic1 ;I'll use all black for this one in this tutorial
[hex]
[hex]
[hex]
Now you have pics.
 
Second, make the graph database which is the data for the tilemap.
[010101010101]->GDB1   ;this is the tilemap in hexadecimal code.
[010000000001]
[010000000001]
[010101010101]
This wil make a rectangle. If all you see in this is random numbers, this is what it is.
Look at it, its a map.
Every time there is a 01, that means Pic1.
Every time there is a 00, there is nothing.
Every pair of numbers has a pic, or no pic like in 00 that is 8x8.
If you look, there are 01s that outline a bunch of 00s, which makes a rectangle border.
Every pic is assigned a number, and I'll show that to you here:
[This pic is 01]->Pic1 ; do pic1 for all of them
[This one is 02]
[03]
[04]
[05]
It goes on until 09, then goes to 0A, 0B, since it is in hex.
So change it to
[010101010101]->GDB1
[010202020201]
[010202020201]
[010101010101]
And then the middle stuff will be the second picture in pic1 and the border will be the first.
Now, for the loop.

This is the code for a tilemap of that size:

for(b,0,3)   ;loop for drawing the different columns
for(a,0,5)   ; loop for drawing the rows
{B*6+A+GDB1}->T  ;So this, this checks if it is 00, 01, 02 etc
if T ;checks if a tile should be drawn. If it is 00, it will skip
T-- ;I honestly don't know why aeTIos said to put this here
pt-on(a*8,b*8,T*8+pic1)   ;draw the tile. A was the X, B was Y, and T shows which pic.
end
end
end

Now for scrolling, I'll get more code.

--------------------------------------------------------------------------------
More tilemapping
« Sent to: parser padwan on: 16 December 2011, 21:34:51 »
 --------------------------------------------------------------------------------
I forgot to say it, but you'll have to tweak the code for different map sizes.

for(b,0,Height of tilemap in 8x8 tiles minus 1)
for(a,0,Width of tilemap in 8x8 tiles minus 1)
{B*Width of tilemap+A+GDB1}->T
if T
T--
pt-on(a*8,b*8,T*8+pic1)
end
end
end


--------------------------------------------------------------------------------
Even more tilemapping :P
« Sent to: parser padwan on: 16 December 2011, 21:43:29 »
--------------------------------------------------------------------------------
Most of this is from butts.

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, E, F, G, H, and I as temporary variables...

So, make a huge hex bigger than the screen and -> to a GDB, say GDB1.

Now just get a pointer, in this case W, so
GDB1->W

Im editing this code from butts to make it a whole lot more optimized, but it takes up a bunch of vars.
ClrDraw

0-(T^8)->C ;Bunch of storing
T/8-1->F ;Uses S and T, the offset, to find what to show of the tmap
T/8+11->G
S/8-1->H
S/8+11->I

For(A,F,G
0-(S^8)->D
For(B,H,I)

If {B*WIDTH_OF_MAP+A+W}->E
Pt-On(C,D,E-1*8+Pic1
End

D+8->D
End
C+8->C
End

DispGraph


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.
 


1218
Humour and Jokes / Re: Hardest hockey shot ever
« on: December 24, 2011, 11:43:00 am »
Did that guy get hit? O.O
* epic7 rewinds the video to see the megapuck fly >9000 times

1219
TI Z80 / Re: Axe Interpreter
« on: December 24, 2011, 11:31:04 am »
Should this be working?



Edit: I got the file to open by moving it to the Windows folder.
Also how do you make .axe files?

1220
Art / Re: how do I display a pic in a program?
« on: December 24, 2011, 09:43:39 am »
There was already a topic made about this a few days ago :P
And you were posting in it :P

Also it should be 96x64 instead of 96x63

Wouldn't you need to have the pic exist every time you run it unless you do [pic0]->pic0?

L6 isn't called a list. None of the Ls are called lists in axe.
L6 is the monochrome buffer and so it's just copying the pic to the buffer.
The greyscale buffer is L3, so you can copy to L3 instead and have it be grey.

1221
Gaming Discussion / Re: Omnimaga Steam Group
« on: December 24, 2011, 09:38:04 am »
TF2 uses 10616MB for me.
Same.
But 6000 or 10000 it's still a huge file O.O

1222
Other Calculators / Re: The inside of a cheap calc
« on: December 24, 2011, 09:35:45 am »
I WANT TO POST PICS OF DESTROYED CALCS!! 

*saintrunner goes to find hammer*

....jk :)
I have some cheap calcs to break...
* epic7 gets som tools

1223
News / Re: The Game.
« on: December 24, 2011, 09:29:00 am »
Next level:
133337
God's God

1224
Gaming Discussion / Re: Omnimaga Steam Group
« on: December 23, 2011, 09:41:12 pm »
I have several hundred gigabytes left on mine :P

1225
Gaming Discussion / Re: Omnimaga Steam Group
« on: December 23, 2011, 09:38:35 pm »
Is TF2 any good? If I get it, it will take up 6952 MB of my space...Thats a lot....not sure if it's worth it
It took up 10,000 for me :P

1226
The Axe Parser Project / Re: Features Wishlist
« on: December 23, 2011, 07:09:25 pm »
Yeah, you could just make the game in black on white, and then used a DrawInv

1227
Gaming Discussion / Re: Omnimaga Steam Group
« on: December 23, 2011, 06:07:13 pm »
Methinks we all need to play some TF2 together.

1228
TI Z80 / Re: Grappler!
« on: December 23, 2011, 05:22:22 pm »
It works less now. It just freezes. I think it stopped working because I fixed an error. (It makes sense to me :P)

http://willyou.typewith.me/p/Grappler%20Collisions
^ Code for subroutines

Btw, H is the variable that tells what phase the player is in. For example, when H=0, that means the player is standing on the ground and when H=41, the player is falling.

Edit: Changed link

1229
OmnomIRC Development / Re: OmnomIRC Mobile
« on: December 23, 2011, 03:20:41 pm »
And iPod touch.

Irc doesn't work at all in safari, and in the browser in using, it works, but not great.

Also it constantly scrolls to the top of the page on it <.<

1230
OmnomIRC Development / Re: OmnomIRC Mobile
« on: December 23, 2011, 03:18:25 pm »
How about Apple devices?

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