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Messages - kindermoumoute

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391
Pour les impatients, voici une première image du TP n°2, le jeu que vous devrez réaliser ressemble à ça :

392
[FR] Programmation Axe Parser / Re: [Axe parser] : projet worms
« on: January 23, 2011, 10:41:51 am »
Par contre est ce qu'on pourrait m'expliquer en français ce qu'est exactement calcNET, c'est sur internet ?

393
[FR] Programmation Axe Parser / Re: [Axe parser] : projet worms
« on: January 23, 2011, 07:23:23 am »
Trois possibilitées :
- Sois on ne pourra jouer qu'à 2 joueurs.
- Sois ce sera quelque chose comme 4 joueur par calculatrice.
- Sois il y aura une calculatrice "host" qui organisera la partie (comme sur le jeu original).

Bref, du boulot en perspective. ;)

394
[FR] Programmation Axe Parser / Re: [Axe parser] : projet worms
« on: January 22, 2011, 03:34:30 pm »
I think I'll ad multi-player game with link port, but I don't know exactly how CALCnet work ???

395
News / Re: Final Fantasy Tactics clone for the TI-86
« on: January 22, 2011, 02:58:00 pm »
Pretty screen. :)

396
Art / Re: Image 50*50 : Axe Parser Tutorial
« on: January 22, 2011, 02:56:26 pm »
*bump*

I need images 50*50 black and white for 2nd part with those themes :
    • The pointer ("Les pointeurs)
    • The functions ("Les fonctions")
    • The list ("Les listes")
    • A practice work : chess RPG ("TP n°2 : en quête de l'échec !")

    • The ASCII ("Les caractères ASCII")
    • The grayscales ("Les niveaux de gris")
    • List of errors and emulation ("Tableau des erreurs et émulation")
    • List of Commands ("Liste des commandes")


    In red the most urgent !
    And in green what i'll put online more later.

    397
    Ash: Phoenix / Re: Ash: Phoenix
    « on: January 22, 2011, 12:27:06 pm »
    Just aweseeume !

    398
    TI Z80 / Re: Axe Memory Mapper
    « on: January 22, 2011, 12:11:30 pm »
    Woa, a dangerous program ! :D

    399
    [FR] Programmation Axe Parser / Re: [Axe parser] : projet worms
    « on: January 22, 2011, 10:40:51 am »
    Oui, je met seulement ceux de la map, des tiles et du programme principale, car je n'ai pas encore fini l'éditeur de map :

    La map :
    Code: [Select]
    :.INIMAP
    :[000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000]→GDB1
    :[000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000]
    :[000038888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888884]
    :[000063888888888888888888888888888888438888888888888888888888888888888888888888888888888888888888888845]
    :[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
    :[000066BCA00000000000000000000000000955A000000000000000000000000000000000000000000000000000000000000955]
    :[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
    :[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
    :[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
    :[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
    :[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
    :[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
    :[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
    :[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
    :[000062777777777777777777740000000000550000000000340000000000388888888888888888888888888884000000000055]
    :[000063888888888888888888810000000000550000000000560000000000288888888888888888888888888845000000000055]
    :[00006600000000000000000000000000000055000000000056000000000000000000000000000000000000BC55000000000055]
    :[000066A0000000000000000000000000000055000000000056000000000000000000000000000000000009BC55000000000055]
    :[00006600000000000000000000000000000055000000000056000000000000000000000000000000000000BC55000000000055]
    :[00006600000000000000000000000000000055000000000056000000000000000000000000000000000000BC55000000000055]
    :[00006600000000000000000000000000000055000000000056000000000000000000000000000000000000BC55000000000055]
    :[00006600000000000000000000000000000055000000000056000000000000000000000000000000000000BC55000000000055]
    :[00006600000000000000000000000000000055000000000056000000000000000000000000000000000000BC55000000000055]
    :[00006600000000000000000000000000000055000000000056000000000000000000000000000000000000BC55000000000055]
    :[000066000000000377777777777777777777150000000000527777777777777777777777777777777777777715000000000055]
    :[000066000000000277777777777777777777710000000000538888888888888888888888888888888888888881000000000055]
    :[00006600000000000000000000000000000000000000000055BC00000000000000000000000000000000000000000000000055]
    :[00006600000000000000000000000000000000000000000056BCA0000000000000000000000000000000000000000000000055]
    :[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
    :[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
    :[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
    :[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
    :[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
    :[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
    :[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
    :[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
    :[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
    :[000062777777777777777777777777777777777777777777127777777777777777777777777777777777777777777777777715]
    :[000027777777777777777777777777777777777777777777777777777777777777777777777777777777777777777777777771]
    :[000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000]
    :[000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000]
    :vMAP"→Str1
    :If GetCalc(Str1)
    : DelVar Str1
    :End
    :UnArchive Str1
    :If GetCalc(Str1)
    : DelVar Str1
    :End
    :GetCalc(Str1,1989)→A
    :conj(GDB1,A,1989)
    :Archive Str1


    Les tiles (NB : j'enlèverai le code en surplus, c'était pour les 4 grayscales que je mettait au début) :
    Code: [Select]
    :.INITILE
    :.Pour le buffer
    :[0000000000000000→GDB1
    :.Angle bas droite
    :[DBDB1BFBFB03FFFF]
    :.Angle bas gauche
    :[DBDBD8DFDFC0FFFF]
    :.Angle haut gauche
    :[FFFFC0DFDFD8DBDB]
    :.Angle haut droite
    :[FFFF03FBFB1BDBDB]
    :.Vertical
    :[DBDBDBDBDBDBDBDB]
    :[DBDBDBDBDBDBDBDB]
    :.Horizontal
    :[FFFF00FFFF00FFFF]
    :[FFFF00FFFF00FFFF]
    :.Hide droit
    :[FF7F3F1F0F070301]
    :.Hide gauche
    :[FFFEFCF8F0E0C080]
    :.Walls
    :[CCCC666633336666]
    :[CCCC666633336666]
    :
    :
    :
    :.Pour le back buffer
    :[0000000000000000]
    :.Angle bas droite
    :[DBDB1BFBFB03FFFF]
    :.Angle bas gauche
    :[DBDBD8DFDFC0FFFF]
    :.Angle haut gauche
    :[FFFFC0DFDFD8DBDB]
    :.Angle haut droite
    :[FFFF03FBFB1BDBDB]
    :.Vertical
    :[DBDBDBDBDBDBDBDB]
    :[DBDBDBDBDBDBDBDB]
    :.Horizontal
    :[FFFF00FFFF00FFFF]
    :[FFFF00FFFF00FFFF]
    :.Hide droit
    :[FF7F3F1F0F070301]
    :.Hide gauche
    :[FFFEFCF8F0E0C080]
    :.Walls
    :[CCCC666633336666]
    :[CCCC666633336666]
    :
    :vTILE"→Str1
    :If GetCalc(Str1)
    : DelVar Str1
    :End
    :UnArchive Str1
    :If GetCalc(Str1)
    : DelVar Str1
    :End
    :GetCalc(Str1,208)→A
    :conj(GDB1,A,208)
    :Archive Str1

    Programme principale :
    Code: [Select]
    :.AWA
    :identity(07E00810300C24244C329C3980018181818180019C394C322424300C081007E0)
    :"<fonct>v</fonct>MAP"→Str1
    :"<fonct>v</fonct>TILE"→Str2
    :ClrHome
    :0→N→Θ
    :sub(NOG)
    :[00→Pic8N
    :Repeat getKey(9)
    :getKey(10) and (N<7)-(getKey(11) and (N>0))+N→N
    :If getKey(14)
    :{Pic8N}→N
    :1→Θ
    :Goto 8N
    :End
    :sub(NOG)
    :Text(0,0,"Nbre Joueur :",N+1►Dec
    :End
    :N→{Pic8N}
    :Lbl 8N
    :sub(NOG)
    :
    :If GetCalc(Str1)→D
    :Goto DA
    :End
    :UnArchive Str1
    :If GetCalc(Str1)→D
    :Goto DA
    :End
    :Text(10,16,"PAS DE LICENCE
    :Repeat getKey(9)
    :End
    :Return
    :
    :Lbl DA
    :If GetCalc(Str2)→E
    :Goto DB
    :End
    :UnArchive Str2
    :If GetCalc(Str2)→E
    :Goto DB
    :End
    :Text(10,16,"PAS DE LICENCE
    :Repeat getKey(9)
    :End
    :Return
    :
    :Lbl DB
    :[788CD4D4864B613E→Pic1
    :[78DCD484CA62211F00788CD4D785493E]
    :
    :[7088DCDA8E4E4830→Pic2
    :[7088DCDA8E4E4A30]
    :[7088DCDB8F4E4A30]
    :[7088DCDB8F4E4830]
    :
    :[003E539696533E00→Pic3
    :[F08C92B14143261D]
    :
    :
    :0→W→J→Z→H+1→T
    :8→O
    :40→U
    :32→V
    :∆List(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)→GDB0
    :!If Θ
    :For(Θ,0,N)
    :rand^94+7→{Θ*3+GDB0}
    :rand^33+5→{Θ*3+GDB0+1}
    :Repeat sub(GN,5+{Θ*3+GDB0},4+{Θ*3+GDB0+1})=0
    :rand^94+7→{Θ*3+GDB0}
    :rand^33+5→{Θ*3+GDB0+1}
    :End
    :0→{Θ*3+GDB0+2}
    :End
    :End
    :ClrDraw
    :ClrDraw<sup>r</sup>
    :FnOff
    :N+1→M
    :0→N
    :Repeat getKey(15)
    :If getKey(12)
    :N+1→N
    :!If N<M
    :0→N
    :End
    :sub(NOG)
    :0→J
    :End
    :If getKey(49)
    :1-J→J
    :sub(NOG)
    :End
    :If J
    :sub(AXY)
    :End
    :sub(AXX)
    :
    :.Fonction dessin
    :sub(FD)
    :.gravité
    :sub(G)
    :If J
    :sub(JET)
    :Else
    :sub(0)
    :End
    :End
    :Archive Str1
    :Archive Str2
    :Return
    :
    :Lbl NOG
    :While getKey(0)
    :Pause 2
    :End
    :Return
    :
    :Lbl G
    :For(Θ,0,M)
    :If sub(GN,5+{Θ*3+GDB0},5+{Θ*3+GDB0+1})=0 and (getKey(4)=0
    :{Θ*3+GDB0+1}+1→{Θ*3+GDB0+1}
    :End
    :End
    :Return
    :
    :Lbl DS
    :!If J
    :If 1-H→H
    :sub(0)
    :Else
    :!If 1-Z→Z
    :sub(8)
    :Else
    :sub(16)
    :End
    :End
    :End
    :Return
    :
    :Lbl SE
    :sub(GR)
    :DispGraph
    :sub(GR)
    :Return
    :
    :Lbl GR
    :For(Θ,0,M)
    :{Θ*3+GDB0}-{N*3+GDB0}*8+40→U
    :{Θ*3+GDB0+1}-{N*3+GDB0+1}*8+32→V
    :If U<96 and (V<64
    :
    :If {Θ*3+GDB0+2}
    :Pt-Change(U,V,r<sub>1</sub>
    :Else
    :Pt-Change(U,V,ShadeϜ(r<sub>1</sub>)
    :End
    :End
    :End
    :40→U
    :32→V
    :Return
    :
    :Lbl 0
    :sub(SE,Pic1)
    :Return
    :Lbl 8
    :sub(SE,Pic1+8)
    :Return
    :Lbl 16
    :sub(SE,Pic1+16)
    :Return
    :Lbl SN
    :sub(SE,ShadeNorm(Pic1))
    :Return
    :Lbl S
    :sub(SE,Shadeχ²(Pic1))
    :Return
    :Lbl ST
    :sub(SE,Shade_t(Pic1))
    :Return
    :Lbl JET
    :sub(SE,T*8+Pic2)
    :Return
    :
    :Lbl AXY
    :If getKey(4) and (sub(GN,5+{N*3+GDB0},3+{N*3+GDB0+1})=0
    :{N*3+GDB0+1}-1→{N*3+GDB0+1}
    :1→T
    :sub(DS,0,0,4)
    :Else
    :0→T
    :End
    :Return
    :
    :Lbl AXX
    :If getKey(3) and (sub(GN,6+{N*3+GDB0},4+{N*3+GDB0+1})=0
    :If T=1
    :2→T
    :Else
    :3→T
    :End
    :!If {N*3+GDB0+2}
    :{N*3+GDB0}+1→{N*3+GDB0}
    :sub(DS,0,0,1)
    :Else
    :0→{N*3+GDB0+2}
    :End
    :ElseIf getKey(2) and (sub(GN,4+{N*3+GDB0},4+{N*3+GDB0+1})=0
    :If T=1
    :2→T
    :Else
    :3→T
    :End
    :If {N*3+GDB0+2}
    :{N*3+GDB0}-1→{N*3+GDB0}
    :sub(DS,0,0,2)
    :Else
    :1→{N*3+GDB0+2}
    :End
    :.Else
    :.0→T
    :End
    :Return
    :
    :.Fonction de dessin
    :Lbl FD
    :ClrDraw
    :ClrDraw<sup>r</sup>
    :For(X,0,11)
    :For(Y,0,7)
    :sub(GN,X+{N*3+GDB0},Y+{N*3+GDB0+1})→W
    :Pt-On(X*8,Y*8,W*8+E)
    :End
    :End
    :Return
    :
    :Lbl GN
    :r<sub>2</sub>*102+r<sub>1</sub>→r<sub>3</sub>
    :{r<sub>3</sub>/2+D}→r<sub>4</sub>
    :If r<sub>3</sub>^2
    :r<sub>4</sub>^16
    :Else
    :r<sub>4</sub>/16
    :End

    PS : le "Pas de licence" est surtout pour dissuader quand quelqu'un me choure le programme sans savoir que il faut mettre les appvars en plus. :thumbsup:

    400
    TI Z80 / Re: A present at any price
    « on: January 22, 2011, 05:21:36 am »
    I got some random bug, and I don't know where come from. Here my code :

    Code: [Select]
    :.Z1KDOA2P
    :identity(00002008583E3C1C3C1444006C0044003800440082008FCA8A00440038000000)
    :
    :.Buffer santa
    :[182466423C427C54→GDB000
    :[1E25564438C47C28
    :[78A46A221C233E14
    :[1824255B43423C24]
    :
    :.back-buffer santa
    :[183C66423C7E7C54]→GDB001
    :[1E27564438FC7C28
    :[78E46A221C3E3E14]
    :[183C3D7E7E7E3C24]
    :
    :.buffer tile
    :[0000000000000000→Pic1
    :[10286C4482FE387C]
    :[182499663C42423C]
    :[0000000000000000]
    :[0008181012FE387C]
    :
    :.back-buffer tile
    :[0000000000000000→Pic2
    :[1038547CFEFE487C]
    :[0000000000000000]
    :[44AA7CFEAAAAAAFE]
    :[0810000280000000]
    :
    :.snow
    :[0000000000000000→Pic000
    :[005A186666185A00]
    :
    :.Burn
    :[0038441222241800]→Pic999
    :[00007C7E7E7C3800]
    :
    :
    :[111111111111]→GDB1
    :[100100111001]
    :[101100001001]
    :[101000000211]
    :[100000000001]
    :[110000220011]
    :[111100001111]
    :
    :[111110011111]
    :
    :[111100001111]
    :[100100020001]
    :[100100020001]
    :[100112220101]
    :[100000000001]
    :[100000000001]
    :
    :[111111111101]
    :
    :[100000000001]
    :[100222222001]
    :[100200002001]
    :[100203202001]
    :[100222202001]
    :[100000000001]
    :
    :[111111111111]
    :
    :[100100100001]
    :[101001000001]
    :[101000100001]
    :[100000000001]
    :[100000000001]
    :[100000000001]
    :
    :[111111111111]
    :
    :[100100000001]
    :[100100000001]
    :[100010000001]
    :[100001000001]
    :[100020000001]
    :[100000000001]
    :
    :[111111111111]
    :
    :
    :1→{L<sub>2</sub>}+1→{L<sub>2</sub>+1}→{L<sub>2</sub>+2}
    :3→{L<sub>2</sub>+3}-2→{L<sub>2</sub>+4}→{L<sub>2</sub>+5}
    :4→{L<sub>2</sub>+6}-1→{L<sub>2</sub>+7}→{L<sub>2</sub>+8}
    :0→{L<sub>1</sub>}→{L<sub>1</sub>+1}→N→V→F→I→P→D→E
    :1→M→A→B
    :
    :...
    :List 1 is use to snow
    :List 2 is coordonate, and level of burn
    :D slow the IA move
    :E is a temporary variable is test IA (IAT)
    :N is level
    :V permit to add wind
    :F = 1 if full speed mode is enable, else 0
    :I slow display of snow
    :P direction of santa
    :M maximum of snow
    :A and B are coordinated of santa
    :X and Y are tempory variable, use in tilemapping loop, and laser direction
    :Z and Θ are use in shoot routine, animation of present, and snow
    :variables from r1 to r4 are use to manipulate Data
    :variable r5 and r6 ar use in shoot routine
    :...
    :
    :.Main loop
    :Repeat getKey(15)
    :sub(PTO
    :sub(IA)
    :sub(ACT)
    :sub(D)
    :sub(GKY)
    :End
    :Return
    :
    :.Display screen
    :Lbl D
    :Pt-On(A*8,B*8,P*8+GDB000
    :Pt-On(A*8,B*8,P*8+GDB001)<sup>r</sup>
    :If F
    :Normal
    :End
    :If getKey(10)
    :1-F→F
    :sub(NOG)
    :End
    :DispGraph<sup>r</sup>
    :If F
    :Full
    :End
    :Return
    :
    :.Laser and interaction main routine
    :Lbl ACT
    :!If P
    :If sub(DAT,A,B+1)→r<sub>4</sub> and getKey(48)
    :sub(CR8,0,1)
    :ElseIf getKey(54)
    :sub(SHT,0,1)
    :End
    :ElseIf P=1
    :If sub(DAT,A-1,B)→r<sub>4</sub> and getKey(48)
    :sub(CR8,‾1,0)
    :ElseIf getKey(54)
    :sub(SHT,‾1,0)
    :End
    :ElseIf P=2
    :If sub(DAT,A+1,B)→r<sub>4</sub> and getKey(48)
    :sub(CR8,1,0)
    :ElseIf getKey(54)
    :sub(SHT,1,0)
    :End
    :ElseIf P=3
    :If sub(DAT,A,B-1)→r<sub>4</sub> and getKey(48)
    :sub(CR8,0,‾1)
    :ElseIf getKey(54)
    :sub(SHT,0,‾1)
    :End
    :End
    :Return
    :
    :.Laser routine
    :Lbl SHT
    :r<sub>1</sub>→r<sub>5</sub>
    :r<sub>2</sub>→r<sub>6</sub>
    :A→Z*8→X
    :B→Θ*8→Y
    :!If P
    :B+1*8→Y
    :A*8+1→X
    :ElseIf P=3
    :A*8+7→X
    :B*8+1→Y
    :Else
    :B*8+5→Y
    :If P=2
    :A+1*8→X
    :End
    :End
    :Repeat sub(DAT,Z+r<sub>5</sub>→Z,Θ+r<sub>6</sub>→Θ)→r<sub>4</sub> or sub(IAT)
    :Line(X,Y,X-(A-Z*8),Y-(B-Θ*8))
    :sub(D
    :End
    :If r<sub>4</sub>=1
    :sub(CPR,4)
    :ElseIf r<sub>4</sub>=2
    :sub(CPR,0)
    :ElseIf r<sub>4</sub>=3
    :.coffre
    :End
    :Return
    :
    :.Compression Data
    :Lbl CPR
    :If r<sub>3</sub>^2
    :{r<sub>3</sub>/2+GDB1}-r<sub>4</sub>+r<sub>1</sub>→{r<sub>3</sub>/2+GDB1}
    :Else
    :r<sub>1</sub>-r<sub>4</sub>*16+{r<sub>3</sub>/2+GDB1}→{r<sub>3</sub>/2+GDB1}
    :End
    :Return
    :
    :.Interaction with tile
    :Lbl CR8
    :Fix 5
    :ref(0,7,95,9)
    :rref(0,7,95,9)
    :ref(0,7,95,9)<sup>r</sup>
    :rref(0,7,95,9)<sup>r</sup>
    :Text(0,8)
    :If r<sub>4</sub>=1
    :DrawF "I\\\'m just a tree !
    :ElseIf r<sub>4</sub>=2
    :DrawF "Nothing in this snowman.
    :ElseIf r<sub>4</sub>=3
    :sub(CPR,0)
    :0→{r<sub>3</sub>/2+18+GDB1}
    :DrawF "Woa, the present allowed !
    :0→Z
    :For(Θ,0,9)
    :If 1-Z→Z
    :Horizontal +
    :Else
    :Horizontal -
    :End
    :sub(D
    :Pause 100
    :End
    :End
    :sub(NOG)
    :Repeat getKey(0)
    :sub(D
    :End
    :Fix 4
    :Return
    :
    :Lbl GKY
    :
    :.Move santa
    :If getKey(2)
    :If P≠1
    :1→P
    :ElseIf (sub(DAT,A-1,B)=0
    :A-1→A
    :End
    :End
    :If getKey(3)
    :If P≠2
    :2→P
    :ElseIf (sub(DAT,A+1,B)=0
    :A+1→A
    :End
    :End
    :If getKey(4)
    :If P≠3
    :3→P
    :ElseIf (sub(DAT,A,B-1)=0
    :B-1→B
    :End
    :End
    :If getKey(1)
    :If P
    :0→P
    :ElseIf (sub(DAT,A,B+1)=0
    :B+1→B
    :End
    :End
    :
    :.Change level
    :If B=7
    :N+1→N
    :1→B
    :Else!If B
    :N-1→N
    :6→B
    :End
    :If {L<sub>2</sub>+3}=9 and (N=3)
    :sub(DAT,10,7)
    :sub(CPR,0)
    :End
    :Return
    :
    :.Test if laser touch burn
    :Lbl IAT
    :For(E,0,2)
    :If {E*3+1+L<sub>2</sub>}=Z and ({E*3+2+L<sub>2</sub>}=Θ) and ({E*3+L<sub>2</sub>}=N)
    :9→{E*3+L<sub>2</sub>}
    :1
    :Return
    :End
    :End
    :0
    :Return
    :
    :.Intelligence artificial (burn move)
    :Lbl IA
    :For(Z,0,2)
    :If {Z*3+L<sub>2</sub>}=N
    :If 1-D→D
    :{Z*3+1+L<sub>2</sub>→r<sub>6</sub>}<A and (sub(DAT,{r<sub>6</sub>}+1,{r<sub>6</sub>+1})=0)-({r<sub>6</sub>}>A and (sub(DAT,{r<sub>6</sub>}-1,{r<sub>6</sub>+1})=0))+{r<sub>6</sub>}→{r<sub>6</sub>}
    :End
    :Pt-On({r<sub>6</sub>}*8,{r<sub>6</sub>+1}*8,Pic999)
    :Pt-On({r<sub>6</sub>}*8,{r<sub>6</sub>+1}*8,Pic999+8)<sup>r</sup>
    :If {r<sub>6</sub>}=A and ({r<sub>6</sub>+1}=B)
    :Disp "GAME OVER
    :Disp "PRESS ENTER
    :Repeat getKey(9)
    :End
    :0→N
    :1→A→B
    :ElseIf sub(DAT,{r<sub>6</sub>},{r<sub>6</sub>+1})=1
    :sub(CPR,4)
    :ElseIf sub(DAT,{r<sub>6</sub>},{r<sub>6</sub>+1})
    :sub(CPR,0)
    :End
    :If D
    :{r<sub>6</sub>+1}<B and (sub(DAT,{r<sub>6</sub>},{r<sub>6</sub>+1}+1)=0)-({r<sub>6</sub>+1}>B and (sub(DAT,{r<sub>6</sub>},{r<sub>6</sub>+1}-1)=0))+{r<sub>6</sub>+1}→{r<sub>6</sub>+1}
    :End
    :End
    :End
    :Return
    :
    :.No key pressed
    :Lbl NOG
    :While getKey(0)
    :sub(D
    :End
    :Return
    :
    :.Extract Data
    :Lbl DAT
    :N*84+(r<sub>2</sub>*12)+r<sub>1</sub>→r<sub>3</sub>
    :{r<sub>3</sub>/2+GDB1}→r<sub>4</sub>
    :If r<sub>3</sub>^2
    :r<sub>4</sub>^16
    :Else
    :r<sub>4</sub>/16
    :End
    :Return
    :
    :Lbl PTO
    :
    :.Classique tilemapping
    :ClrDraw
    :ClrDraw<sup>r</sup>
    :For(Y,0,7)
    :For(X,0,11)
    :sub(DAT,X,Y)*8→S
    :Pt-On(X*8,Y*8,S+Pic1)
    :Pt-On(X*8,Y*8,S+Pic2)<sup>r</sup>
    :End
    :End
    :
    :.Display snow
    :For(Θ,0,M)
    :Pt-On(sub(L1,0),sub(L1,1),Pic000
    :Pt-On(sub(L1,0),sub(L1,1),Pic000+8)<sup>r</sup>
    :If sub(L1,1)=61 or (sub(L1,0)>87)
    :rand^88→{Θ*2+L<sub>1</sub>)
    :0→{Θ*2+L<sub>1</sub>+1}
    :Else
    :sub(L1,1)+1→{Θ*2+L<sub>1</sub>+1}
    :sub(L1,0)+V→{Θ*2+L<sub>1</sub>}
    :End
    :End
    :If 1-I→I
    :If M<20
    :M+1→M
    :rand^88→{M*2+L<sub>1</sub>}
    :End
    :End
    :Return
    :
    :Lbl L1
    :{Θ*2+L<sub>1</sub>+r<sub>1</sub>}

    Screen can display white, like if I corrupt memory  (and corrupt program) :

    401
    TI Z80 / Re: A present at any price
    « on: January 21, 2011, 07:42:47 pm »
    Thank.
    I just forget to notice, screen show without full speed mode, but when you press "+" key, full speed mode is enable (same key to disable).

    402
    TI Z80 / A present at any price
    « on: January 21, 2011, 07:36:04 pm »
    Original post is in french : here
    I'm working on a mini RPG in axe, on christmas theme.
    Here a screenie :


    You can download source and ex : here

    403
    TI Z80 / Re: Axe Tutorials
    « on: January 20, 2011, 12:57:02 pm »
    Good luck, when i started my french tutorial, i didn't know what whould happen...

    404
    [FR] Programmation Axe Parser / Re: [Axe parser] : projet worms
    « on: January 20, 2011, 02:13:40 am »
    I can translate, but for the moment there is just 2 words in french.

    405
    [FR] Programmation Axe Parser / Re: [Axe parser] : projet worms
    « on: January 19, 2011, 04:19:25 pm »
    New screen, multiplayer fix.
    Normally game can be saved, but don't work on my emulator (work on 83+ !).

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