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Messages - lookitsan00b

Pages: 1 ... 11 12 [13]
181
Introduce Yourself! / Re: Well hello.
« on: November 04, 2010, 08:10:29 pm »
I figure i'll always be a noob compared to somebody.

EDIT: Btw, I've noticed that it seems that nobody noticed that the extra ram pages are missing from the "O" series as well.
Maybe nobody took time to update the list, maybe nobody knew/cared.

182
Introduce Yourself! / Re: Well hello.
« on: November 04, 2010, 08:07:04 pm »
Yep... I live in the middle of nowhere so the options are: Dial-up or sattelite.
Dial-up won't do anything, but sattelite lags. (~1 sec average, for those of you who think 100ms is bad)
The only sattelite service in the area has a 200mb limit. (but it is upgradable, but it takes $$$)

as for a mini-fox, theres a 4.6Gb or so version.

183
Introduce Yourself! / Re: Well hello.
« on: November 04, 2010, 07:59:36 pm »
1.6M as in Mb? is that even possible?

184
Introduce Yourself! / Re: Well hello.
« on: November 04, 2010, 07:53:10 pm »
No. It will not animate them at all. Also, my ISP ensures that I download NOTHING of any use on a pc. (I haz a download limit, 200Mb)

EDIT: wait... there's an IE9?

185
Introduce Yourself! / Re: Well hello.
« on: November 04, 2010, 07:43:23 pm »
I'm using IE8, which fails bad enough to not even support animated gifs.

Quote
Quote from: DJ Omnimaga on Today at 19:24:36
As for labels, I don,t think everyone who says to not use labels are n00bs, though. They usually point out where to not use them. They can be useful at times. As for ERR:MEMORY, they generally results from misuse of Goto instructions. While 1:If A=2:Goto 2:End is an example, as it causes a memory leak.


actually... it really depends on the location of lbl 2.


Code: [Select]
While 1
If A=2
Goto 2
End
...
If 0
Lbl 2
 <instructions_here>
End
does not leak.

EDIT: YAY my first double-post!

186
Introduce Yourself! / Re: Well hello.
« on: November 04, 2010, 07:26:15 pm »
Sure!

Top 2 of BASIC:
1: Easy to learn, built in, lots of list and string manipulation (although no intermanipulation)
2: Well #1 is 3 things, so I don't really need a #2

Top 2 of ASM:
1: Fast graphics.
2: Lots of useful functions. (every single one possible on the processor)

Top 2 of Axe (other than easy to learn):
1: Fast
2: Easy to learn :P

Top 2 of these Forums:
1: Faaaasssttt (almost asm-like speedy):P
2: Lots of good stuff (and this emoticon: :P)

187
Introduce Yourself! / Well hello.
« on: November 04, 2010, 07:16:52 pm »
... well i wrote out a huge long message and it logged me out, so i'm gonna keep it short this time.
I'm a game developer. (well not really, I'm a senior in high school)
I know all (or almost all) the ins and outs of BASIC.
Top two things I hate about BASIC (other than slow speed, lack of useful functions and annoyingness):
1: Noobs who ask "Why am I getting 'ERR: MEMORY'"
2: Noobs who respond "Don't use labels."

I know a little assembly. Enough to make a black-and-white unoptomised graphics engine.
Top two things I hate about ASM:
1: It's somewhat difficult to program in.
2: ... see number 1.

I'm learning Axe.  In fact, that's why I signed up here... or what pushed me over the edge.
Top two things I hate about Axe:
1: The lack of useful functions (no floating point math :P)
2: It seems to mess up so that I can't run the last command by just pressing enter in some cases after i put it on my calc.

Number one thing I hate about these forums so far:
1: Once I hit a certain length in my message it won't stay scrolled down all the way, so it's constantly flashing while I type.  :(

188
Axe / Re: My hittesting doesn't work.
« on: November 04, 2010, 06:33:17 pm »
... I was joking lol

189
Axe / Re: My hittesting doesn't work.
« on: November 04, 2010, 06:32:14 pm »
Sure! *looks around* Where is it? XD

190
Axe / Re: My hittesting doesn't work.
« on: November 04, 2010, 06:30:01 pm »
Wow! I just expected it to keep it as an 8-bit number. That explains it. Now what happens when I load 255 from B, increment it, and store it back?
Btw, works like a charm. Time to add hittesting for the paddle and blocks!
(btw, yes, it is a breakout clone, figured it was a good first project)

191
Axe / Re: My hittesting doesn't work.
« on: November 04, 2010, 06:24:05 pm »
Okay thanks!

192
Axe / Re: My hittesting doesn't work.
« on: November 04, 2010, 06:21:25 pm »
I understand signed numbers, I did a little asm before moving to axe.  I just assumed that the signed comparisons took care of that for me...
Speaking of which, where do i find "Sign{"? I know I saw it somewhere, but I can't seem to find it again.

193
Axe / Re: My hittesting doesn't work.
« on: November 04, 2010, 06:16:16 pm »
So it doesn't just assume that my numbers are signed, even if I use the signed comparisons?
I never really understood signed numbers, thanks.

EDIT: B is a location in ram, L1 + 3, to be exact.

194
Axe / My hittesting doesn't work.
« on: November 04, 2010, 06:12:04 pm »
Why doesn't this work? ???
Code: [Select]
.Ball move
{B-1}+{B-3}→{B-1} .move X
{B}+{B-2}→{B}       .move Y
If -2>=>={B-1} or ({B-1}>=>=90)
  0-{B-3}→{B-3}
End
If -4>=>={B} or ({B}>=>=56)
  0-{B-2}→{B-2}
End

where:
{B-3} = xvel
{B-2} = yvel
{B-1} = x
{B} = y

The ball does not bounce off the left and top walls.  It eventually bounces, but REALLY far off screen.
Btw the reason for the odd numbers is I'm using a padded sprite... (4 on top, 2 on each side)

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