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Messages - nemo

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991
Axe / Re: Integer Extraction Problem
« on: July 09, 2010, 01:04:28 pm »
a simpler way to get the first digit in axe would be the following:
number /  (base ^ (digits in number - 1))

example: 341
341 / (10 ^ (3-1))
341 / 10^2
341 / 100
3.41
axe doesn't support floating point so....
3

if you're dealing with 3 digit numbers and above, graphmastur's algorithm is probably the best idea. if you're dealing with just two digits, the easier way would be to mod and divide the number by the base.

example: 34
34 ^ 10 = 4
34 / 10 = 3.4 = 3

992
Axe / Re: Tilemap Editor
« on: July 09, 2010, 04:14:41 am »
alright, so i've managed to get it to work for the most part. loading a map that doesn't exist will not crash your calculator, just returns the program. once or twice i've had the problem where tileset 1 has size 4x4, tileset 2 has size 8x8 and for an odd reason when you load tileset 2, the tiles become 4x4. exiting the program and reloading the tileset fixes this, i'm not sure why since the bytes where the sizes of the tiles are stored aren't modified if you exit the program prematurely.

993
The Axe Parser Project / Re: Features Wishlist
« on: July 08, 2010, 06:12:35 pm »
makes sense. could you rank the 4 options from easiest -> hardest for some comparison?

994
Axe / Re: Tilemap Editor
« on: July 08, 2010, 06:10:39 pm »
found out why; i was using I as a tempvar in a for() loop.

also, once axe has geometry drawing i'll implement the menu for selecting tiles. the framework is all there, i literally just need the command to draw a hollow rectangle to select the correct tile. right now i've implemented saving/loading 3 tilemaps and their unique tilesets. if you try to load a tilemap/set that you have not saved to, you will get a RAM clear. i'm fixing this now.

quick question. if i wanted to archive an appvar, which of the following would work
Code: [Select]
"vMYAPPVAR"->Str1
Archive GetCalc(Str1)->I
Code: [Select]
"vMYAPPVAR"->Str1
Archive Str1

the way it's worded in the command index, it seems the second would work.


995
The Axe Parser Project / Re: Features Wishlist
« on: July 08, 2010, 05:48:05 pm »
i'm hoping desperately that OS var/pic support wins. quigibo, in the event of a tie, what happens?

996
would you like us to report our serial code / if we have xtra RAM? if so my serial code is S0404 and i have the extra RAM. my LCD delay is 28, according to zStart

edit: my calculator is a teacher calculator too, if that means anything.

997
Axe / Re: Tilemap Editor
« on: July 07, 2010, 07:39:45 am »
quigibo, aren't  
Code: [Select]
Copy(L3,I,384
Copy(L1,I+384,256

and
Code: [Select]
For(A,0,383
{L3+A}->{I+A}
End
For(A,0,255
{L1+A}->{384+A+I}
End

equivalent lines of code? only the latter works in my program. however, i'll experiment later today to see if having GetCalc(Str1)->I before the copy statements will make a difference.

edit: using getcalc(str1)->I before the copy statements makes it work, although the data at pointer I isn't modified anywhere in my code. if i have a Lbl I and call it as a subroutine, would this perhaps modify the pointer?

998
Axe / Re: Tilemap Editor
« on: July 07, 2010, 01:15:52 am »
oddly enough, using copy() seems to work when reading from appvars. however, using copy() when writing to appvars does not. in my program i use a for() loop to loop through all the data and copy it byte by byte. regardless, i got it working. as soon as i make it a bit more user friendly i'm going to release another little beta to comment upon.

999
Axe / Re: Tilemap Editor
« on: July 06, 2010, 11:53:58 pm »
the source code attached is not recommended to be ran. i'll repeat. it isn't a good idea. it's for tanner, because he wanted the source code to see just how badly i'm messing up in my appvars  ;D


1000
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: July 06, 2010, 02:23:22 pm »
attachments? when you reply to a post, below the textbox that you enter the post there's something that says "Attach:" and to the right has a little button saying "Choose File" where you can click, and then search for a file on your computer. presumably, it's a .8xp (calculator program file) and then you click ok, and it'll attach the file to your post so others can download it.

1001
ASM / Re: Create Groups
« on: July 06, 2010, 01:59:50 pm »
lol that's so cool. nice job penguin77! and yeah, i think that all lowercase letters are 2 byte tokens.

1002
Axe / Re: Tilemap Editor
« on: July 06, 2010, 12:44:34 am »
they'll have to use CalcGS then. plus, i don't think editing a tilemap greater than 768 bytes on-calc is the easiest way.

1003
General Calculator Help / Re: Pucrunch compression
« on: July 05, 2010, 09:59:30 pm »
buckeye, can it be done in BASIC or Axe? or is it suited more to z80 asm?

1004
General Calculator Help / Pucrunch compression
« on: July 05, 2010, 09:51:32 pm »
Can someone link me to a website that explains it, or take the liberty to type out how it works? i've heard of some people talking about it and using it in games and i'm curious as to how pucrunch works. I heard it's a mix of RLE and another compression.

1005
Axe / Re: Tilemap Editor
« on: July 05, 2010, 09:42:23 pm »
hey guys, i need your input.
what's the maximum size i should make maps? i'd like to have dimensions that fit in 768 bytes. should i just make an input loop where you can specify height and width, but if the product of the two numbers exceeds 768 the program exits? or is it worth it to figure a way to separate the map into 2 free RAM areas to enable larger map sizes?

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