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Messages - squidgetx
Pages: 1 ... 67 68 [69] 70 71 ... 123
1021
« on: January 17, 2011, 12:10:51 pm »
updated with tan:f, gateways, 4th dimension, the psyche, eitrix, inferno, and graviter. edit ; and axe terminal. any others?
1022
« on: January 17, 2011, 11:33:10 am »
Oh my, this is looking great! I especially like the titlescreen's antics with the "n," the UFOs, and the intermediary level transitions are great as well! Keep up the great work!
1023
« on: January 17, 2011, 11:30:36 am »
Yup. I use this for the stat screen, the battle transitions, the name input screen, and the shop in Ash:Phoenix. It's very handy. Don't forget that you can't use subroutines from the app in the external program though. Also, it's not a bad idea to have the program in an archived appvar, then copy the appvar to a temp program. This way not only is it more user friendly, but also if you need to use this more than once, you can use the same temp program name every time
1024
« on: January 17, 2011, 11:26:28 am »
You'd have to put quotation marks around prgmTITLE..so "prgmTITLE"Asm(E7EF7C4E) or you could store it to a static pointer (say "prgmTITLE" is in Str1): Str1Asm(E7EF7C4E) You may need to put a null byte at the end of the string though if you don't use the string static pointer but i'm not sure: "prgmTITLE"[00]Asm(E7EF7C4E)
1025
« on: January 17, 2011, 11:22:13 am »
Yes.
PointerAsm(E7EF7C4E) where pointer is the name string of the program in RAM you want to execute. Probably the most super awesome way of getting around the code limit. Of course, the program you want to run can't be over 8192 bytes, plus the bigger it gets of course the more user RAM must be available before starting the app.
1026
« on: January 16, 2011, 07:32:18 pm »
Ok, I took a quick look. I didn't manage to fix it, but I noticed a few problems. First off, it seems like you aren't accounting for theta, the x offset. Second, I'm not quite so sure that your array manipulation is right...I could be wrong but there is something strange about it. Maybe it's the fact that you have the hp bar on the side... You may want to reconsider redrawing the screen completely when you scroll; it might be easier. The grayscale quality might suffer too much, though; in that case you'll have to go back and figure out what's wrong with it. Good luck! I might look at it more tomorrow, but I don't know if I'll be able to for sure
1027
« on: January 16, 2011, 05:35:19 pm »
Don't forget Axiom() and Asm(). Good luck
1028
« on: January 16, 2011, 05:34:04 pm »
That's certainly very strange. How are you doing the scrolling (general description of the process)? It looks like some of the tilemap is getting corrupted and the corresponding tile happens to be FFFFFFFFFFFFFFFF...
1029
« on: January 16, 2011, 05:23:05 pm »
I remember you said it checks for strings, but does it check for hex data? Otherwise, most users will probably almost always have A,B,C,D,E, and F marked as "used" Nice job though anyway, this is still going to be definitely very useful
1030
« on: January 16, 2011, 05:15:45 pm »
lol, good luck revamping the battle engine! What was the bug with the tilemap? edit: lol 777 posts
1031
« on: January 16, 2011, 05:02:10 pm »
So I just ran some quick diagnostics and tests on the battle engine: apparently you and your enemies are dealing damage in the 1000s There is something....very wrong here lol
1032
« on: January 16, 2011, 03:34:28 pm »
*sneaks a bump btw, has anyone managed to finish the demo? I need a gauge on the difficulty
1033
« on: January 16, 2011, 03:18:51 pm »
As a side project, I was thinking about creating a utility for Axe programmers that would enable you to run your source code through the program, and it would spit out: The commands and the number of times they appear in your program. The variables you use (and how many times you use them) The amount of data in the program and possibly....(using Runer112's documentation on Axe command speed/sizes) the iterations per second of loops in your program. (This could get messy, I think maybe I would have the user instead mark off a section of code with special comments and then Axalyzer would return the iterations per second (and Tstates) of that section perhaps) I have a basic idea of how the program will work and read tokens and stuff: it's a variation on the NPC system of Ash:Phoenix actually Yeah so I'm just starting a topic to gather my thoughts...and you can discuss/request features here.
1034
« on: January 16, 2011, 11:27:06 am »
Yeah, turns out that one of my pointers (my suspicions were correct > ) was for some reason getting corrupted during the transfer from the main app to the shop routine (although I don't know why...but redefining it at the beginning of the shop routine fixed all the problems Anyway, now on to fixing the battle engine up a little....
1035
« on: January 15, 2011, 07:27:47 pm »
Documentation has this for reading bits: EXPeBIT# where e is euler's e. Returns BIT# of EXP, where the high bit is bit0 and the low bit is bit 7. Example, 255e0 would return 1. Writing to bits, you basically have to "or" the bit over; so e^(bit#) or EXP -> EXP As for resetting bits, I forget... edit: here's a more optimizedish version by runer112; http://ourl.ca/7815/138430
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