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Messages - leafy

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511
The Axe Parser Project / Re: Bug Reports
« 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
Axe / Re: Resetting Data?
« on: November 23, 2011, 01:49:45 am »
That's odd, static vars should always reset. Do you mind posting your code?

513
Axe / Re: Axe Q&A
« 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
Axe / Re: Axe Q&A
« 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"
End


Since you treat appvars like areas of free RAM. I'm not certain though.

515
TI Z80 / Re: Super Crate Box
« 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 :P

516
TI Z80 / Super Crate Box
« 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 :P

It's a port of the famous game SCB, and there will be enemies and actual sprites in the future. Someday.

517
General Discussion / Re: Favorite classical pieces
« on: November 18, 2011, 11:37:22 pm »
Zigeunerweisen - Sarasate
Danzon No. 2 - Marquez

518
Axe / Re: Axe Q&A
« 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
Graviter / Re: Graviter
« 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 :P 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? :P

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 :P

520
Graviter / Re: Graviter
« 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
TI Z80 / Re: Zedd Physics Library (BETA)
« 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
Graviter / Re: Graviter
« on: November 15, 2011, 08:35:44 pm »
Like what stuff specifically? :P

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
TI Z80 / Re: Zedd Physics Library (BETA)
« 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 :P

Yes, you can change the buoyancy. You can write your own routine to alter the buoyancy byte, or just alter the byte directly.

524
TI Z80 / Re: Swords
« on: November 14, 2011, 04:01:03 pm »
Use this link:

http://ourl.ca/12298/231664

I fixed the tags to work properly with the new code tag code D:

525
I must say, I am really impressed by Gravity duck :D

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