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.
Messages - leafy
Pages: 1 ... 33 34 [35] 36 37 ... 104
511
« on: November 23, 2011, 12:15:21 pm »
Using Horizontal- on an arbitrary appvar buffer fails to work (e.g. Horizontal-(V), where V points to the appvar) and causes a crash, whereas using Vertical+ and Horizontal+ work. I haven't tested Vertical- yet, so if somebody could check if this is indeed a bug that would be great.
512
« on: November 23, 2011, 01:49:45 am »
That's odd, static vars should always reset. Do you mind posting your code?
513
« on: November 22, 2011, 10:35:49 pm »
It's not always the same though. If you Copy(L1,L1+1,100), it will first copy L1 into L1+1, and then L1+1 into L1+2, effectively filling L1 to L1+100 with the first element, instead of shifting.
To fix: Copy(L1+98,L1+99,100){r} (I think)
514
« on: November 20, 2011, 01:56:38 am »
Am I doing this right? "appvBLARG"→Str1 GetCalc(Str1,123)→oVAR 255→oVAR !If oVAR-255 .if equal to 255 Disp "Yay" Else Disp "Noes" End
I thought it would be more like "appvBLARG"→Str1 GetCalc(Str1,123)→oVAR 255→{oVAR} !If {oVAR}-255 Disp "Yay" Else Disp "Noes" EndSince you treat appvars like areas of free RAM. I'm not certain though.
515
« on: November 19, 2011, 05:06:52 pm »
Nope. It's my massively improved/optimized pseudo-physics engine, specially tailored to the needs of SCB
516
« on: November 18, 2011, 11:45:13 pm »
Coming soon to a calculator near you.  This was more a test of feasibility than anything else; I don't know if I'll finish this or how fast it'll end up being, but nevertheless I had to give it a shot  It's a port of the famous game SCB, and there will be enemies and actual sprites in the future. Someday.
517
« on: November 18, 2011, 11:37:22 pm »
Zigeunerweisen - Sarasate Danzon No. 2 - Marquez
518
« on: November 18, 2011, 04:32:41 pm »
I have a bit of a problem. So I have a bunch of string pointers stored to Str1, and I'm trying to run the following code:
Text(r1,r2) Text {W-1*2+Str1}{r}
But it works a few times, then ends up crashing. I've isolated the problem to this segment of code, so if someone could tell me why it's crashing that would be appreciated ^^ It seems to have worked all the other times I've done this.
Also is Text(x,y):Text "Strings" smaller than Text(x,y,"Strings")?
EDIT: It doesn't exactly crash, but it makes the calc turn off and quits the program.
519
« on: November 16, 2011, 10:10:15 pm »
Here's something. I found another on the level where i moved the platform, but i couldnt reproduce it on the simulator... It involves the two blocks, and when they are stacked and on the platform, then you move it, they will fall into each other. Kind of a major glitch IMHO.
On the first one, it doesn't matter if you don't vaporize that first box anyways  2ndly, I've found that stack collision error before, but it seems to be really hard to reproduce; I've only done it once out of the tens of times I've played it. Also, would you mind PM'ing me instead of posting in the thread? Want to keep stuff sekret ^^ Like what stuff specifically? 
well, for that thread I linked to I have a 768 byte appvar that's basically just a picture, and I copy it to L6 every frame. I was just wondering if you're doing anything like that, and how you would fit that much data into a single program. But yeah.
I generate everything from the tilemap, which has massive space savings over appvars for each level.
Yeah, but in their defense, you can do more graphically with appvars. Not that I'd ever use huge appvars like that in a "real" game.
That is absolutely true
520
« on: November 15, 2011, 10:27:05 pm »
There will be a 15 to 20 level demo released on December 1st, and the entire project will most likely conclude the summer or fall of next year.
521
« on: November 15, 2011, 08:39:55 pm »
Just change the area where you draw the sprite to draw to the greyscale buffer as well.
522
« on: November 15, 2011, 08:35:44 pm »
Like what stuff specifically? 
well, for that thread I linked to I have a 768 byte appvar that's basically just a picture, and I copy it to L6 every frame. I was just wondering if you're doing anything like that, and how you would fit that much data into a single program. But yeah.
I generate everything from the tilemap, which has massive space savings over appvars for each level.
523
« on: November 15, 2011, 08:32:45 pm »
Running and drawing the objects is all handled within the subroutine SimZ. LoadZ(): r6 as the sprite number: Can be any number from 0-255. This denotes which sprite you want to draw, as well as differentiates different types of objects. For example, I have 0 as the player object, 1 as boxes, 2 as explosives, and 3 as fragmented objects. The objects are being drawn within Zedd. It doesn't matter. You can change it within Zedd  Yes, you can change the buoyancy. You can write your own routine to alter the buoyancy byte, or just alter the byte directly.
524
« on: November 14, 2011, 04:01:03 pm »
Use this link: http://ourl.ca/12298/231664I fixed the tags to work properly with the new code tag code
525
« on: November 13, 2011, 10:42:58 am »
I must say, I am really impressed by Gravity duck
Pages: 1 ... 33 34 [35] 36 37 ... 104
|