Show Posts

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 - nemo

Pages: 1 ... 24 25 [26] 27 28 ... 82
376
Miscellaneous / Re: Calculator or Computer language help
« on: December 03, 2010, 04:26:17 pm »
well, what have you programmed on a computer before we start giving suggestions?

377
TI Z80 / Re: Formulum: Texas Instruments Version
« on: December 02, 2010, 05:53:13 pm »
what are you going to do if you want to square pi?

378
Computer Programming / Re: Java Display Issues
« on: December 02, 2010, 05:35:02 pm »
i assume your java version is up to date, right?

edit: or that the version of java on your laptop is the same as on your desktop. though i doubt having a newer version of java would matter, since java is very backwards-compatible.

379
Axe / Re: Need Help with Artificial Intelligence
« on: December 02, 2010, 05:26:47 pm »
because i don't feel like asking a thousands questions, i'm just going to assume your maps are 8x12 tiles and i'm going to make up my own variables as i go along. i am assuming each tile is a byte.

Code: [Select]
.the following variables you must supply. the rest will be calculated.
.MapWidth - the map's width in tiles.
.MapWidthScreens - the map's width in screens
.ScreenX - X position of screen in map
.ScreenY - Y position of screen in map
.MapPointer - pointer to the beginning of the map
.CharXPos - x position of zelda
.CharYPos - y position of zelda
.NumEnemies - number of enemies (get this by calling getEnemies)
.EnemySprite - pointer to the sprite of the enemy
For(LoopVar,1,NumEnemies
   {LoopVar-1*2+L1->Temp}+(<CharXPos)-({Temp}>CharXPos)->{Temp}
   Pt-On(,{Temp+1},EnemySprite)
   {Temp+1}+(<CharYPos)-({Temp+1}>CharXPos)->{Temp+1}
End
Return
.Call this routine whenever you change screens. it returns the number of enemies.
Lbl getEnemies
ScreenY*MapWidthScreens+ScreenX+MapPointer->ScreenPointer
0->Counter
For(Row,0,7)
   For(Column,0,11)
      If Counter!=10 and ({Row*MapWidth+Column+ScreenPointer}=4)
         Row*2048+Column*8->{L1+Counter}r
         Counter+2->Counter
      End
   End
End
Counter/2
Return






380
Axe / Re: Need Help with Artificial Intelligence
« on: December 02, 2010, 04:45:51 pm »
and how is the data for the enemies stored? or do i just make them appear at random positions?

381
Art / Re: full color sliding animation
« on: December 02, 2010, 04:29:16 pm »
last bump.... maybe i'll go to a pixel art and drawing forum and post there

382
The Axe Parser Project / Re: Features Wishlist
« on: December 02, 2010, 04:23:00 pm »
It may not be convenient since sometimes you may not want to backup every single sub-programs when debugging. For now you have to backup the files manually, one by one.

maybe make it an option to back up subprograms

383
Axe / Re: Need Help with Artificial Intelligence
« on: December 02, 2010, 04:20:34 pm »
smoothscrolling or not?

384
TI Z80 / Re: Triangle Solver
« on: December 02, 2010, 04:12:06 pm »
i got an 84%. i am not happy with this, but luckily my teacher recognized that everyone basically bombed the no-calculator part (my friend missed 14 of 16 possible points on that part) and she's letting us retake that portion. if i ace it, i'll be bumped up to a 98%, which i would be extremely happy with.

and FinaleTI, no problem. i imagine i'll be using it later on in life.. and i'd like it to display both triangles for the ambiguous case, but i had a 1000 byte goal to meet so i left it out ;)

385
TI Z80 / Re: Formulum: Texas Instruments Version
« on: December 02, 2010, 04:09:38 pm »
axe was made for games, so i highly doubt floating point will be added. and for things like raycasters which provide precision math, Runer has made slow but accurate sin/cos routines for pre-generated tables.

386
Axe / Re: Ion Table
« on: December 02, 2010, 03:38:54 pm »
Fix 1 - large font
Fix 0 - small font. make sure the calculator is in Fix 0 when your program exits.

387
Axe / Re: Probably a dumb question.
« on: December 01, 2010, 06:06:43 pm »
there is not. Asm() is designed for assembly hex code

388
TI Z80 / Re: Triangle Solver
« on: December 01, 2010, 04:56:23 pm »
just Nemo is fine. thanks for the interest. unfortunately i think i didn't do well on the test. fortunately, she said it's the hardest one of the year though, so i'm not too unhappy about it

389
TI Z80 / Re: Triangle Solver
« on: December 01, 2010, 04:53:18 pm »
sorry i didn't see this. yeah, you can use it if i get credit.

390
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: December 01, 2010, 04:45:35 pm »
yes this will work for large maps, as long as your offsets are correct. for example, if you had 3 maps each 120, 2375, and 8 bytes respectively, here's the code:
Code: [Select]
Data(0,120,2495)->GDB1
[hexcode for all maps]->GDB2
0->L
{{GDB1+L}+GDB2} // first byte of first map
{{GDB1+L+1->L}+GDB2} // first byte of second map
{{GDB1+L+1->L}+GDB2} // first byte of third map
or, if it's essential that you know the size of each map and not where the data starts:
Code: [Select]
Data(120,2375,8)->GDB1
[hexcode for all maps]->GDB2
0->L
{{GDB1+sub(OFF,L)}+GDB2} // first byte of first map

{{GDB1+sub(OFF,L+1->L)}+GDB2} // first byte of second map
{{GDB1+sub(OFF,L+1->L)}+GDB2} // first byte of third map
Return
Lbl OFF
0->O    // offset
For(Z,1,r1
{GDB1+Z}+O->O
End:O
Return

not the most efficient code (i'll let you optimize it), but it works

how large are your maps by the way? i mean.. it'll work for every map as long as all your map data is under 65535 bytes, which i'm assuming it is.

Pages: 1 ... 24 25 [26] 27 28 ... 82