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Messages - squidgetx

Pages: 1 ... 87 88 [89] 90 91 ... 123
1321
Axe / Re: Drawing flipped sprites.
« on: November 20, 2010, 12:55:01 pm »
1) Yes. In the DISTR>DRAW menu you will find flipH, flipV, rotC and rotCC comands for that :)

2) That's the only way I know how, unless you use the bitmap command which is slow since it is a bcall and not a handwritten routines.

3) You can use Axe's auto backup feature which helps a lot with that. Also, archiving source before running untested programs will help. Also there are many assembly utilities like this one and this one that may help.

And welcome to Omnimaga :)

edit: woo 500th post

1322
General Calculator Help / Re: [question] Mirage 16x16 pic
« on: November 20, 2010, 11:40:34 am »
Apparently starting with the 2nd byte of the program :P

...edit: fail

1323
Official Contest / Re: [BULLETIN] Cage Matches
« on: November 20, 2010, 11:34:32 am »
* squidgetx pokes Raylin to set up the next match but apologizes if he is too busy and hopes that he'll get around to it soon :)

1324
Miscellaneous / Re: Are we Feature Driven?
« on: November 20, 2010, 11:29:09 am »
While personally I would love to get featured, that's not why I make games.
It's cause I can. And as long as I have ideas, I'll do my best to make them a reality.

But I do think to some point we are feature-driven, which isn't necessarily bad. Because only the really good programs get featured, it makes us strive to make our programs better, which positively affects the community and user base as a whole.

That's my opinion.

^This.

Quote from: calc84maniac's sig
Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman
And this

It's a nice little motivational booster, and it's also a symbol of some higher power (namely, ticalc.org staff) recognizing your work. However, I just code for the fun of it, and the knowledge that somewhere someone is enjoying my games :)

1325
Ash: Phoenix / Re: Ash: Phoenix
« on: November 20, 2010, 11:24:46 am »
Well, it seems like FinaleTI and Runer have figured out a potential workaround here so the workload might just have been cut by >9000% (if it works, which it appears to do). All I have to do now is move the tile data out of the map engine to an external appvar which will save me like 1200 bytes off the map engine, then I can use that space for the routine Runer gave in that thread

1326
Axe / Re: Executing nostub progs
« on: November 20, 2010, 07:23:04 am »
So this could actually work and be a feasible way of getting around the 8k/16k limit?

1327
Axe / Re: More masking
« on: November 20, 2010, 07:19:06 am »
ok then never mind. :P. This is just for optimizing so I don't actually *need* it. Thanks though :)

1328
Art / Re: Availability/Skill level of artists
« on: November 20, 2010, 07:15:50 am »
Yeah, looks better. My scanner isn't too great:P
 

1329
Other Calc-Related Projects and Ideas / Re: Team Battles
« on: November 19, 2010, 09:53:40 pm »
Lol. Just as a note, a lot of ppl take politics seriously especially in the us with the current siuation :P I know you're joking but some other people might take it the wrong way :)

1330
Axe / More masking
« on: November 19, 2010, 09:32:01 pm »
What's the best and most efficient way to display two buffers on the screen souch that it acts like the ptmask command? As in, if pixel 0,0 on buffer one is 1 and on buffer two it is 0 then a gray pixel will be drawn at 0,0. I tried figuring it ou in advance but apparently I suck at logic commands lol

1331
Axe / Re: Trig in Axe
« on: November 19, 2010, 08:20:28 pm »
Wait, the output-ed value is only 1 byte?

1332
Axe / Re: Trig in Axe
« on: November 19, 2010, 08:16:03 pm »
Lol nice.

Is it true then that inflating all numbers by 128 would give the best precision too?

1333
Axe / Re: Trig in Axe
« on: November 19, 2010, 08:12:35 pm »
Wait, shouldn't it be 32/45 ???

For example, 90 degrees times 32/45 = 64, which I think corresponds correctly to a period of 256 whereas 90 degrees times 45/32 is 126.5625...

1334
Axe / Re: Trig in Axe
« on: November 19, 2010, 08:06:12 pm »
So if I inflate all my numbers by a factor of 128, then I could take the sine of 32/45's of whatever degree measure and it would be fine then, right?

1335
Axe / Trig in Axe
« on: November 19, 2010, 07:55:10 pm »
Ok, so I'm looking at these trig routines, and so I see that the period is 256 and that the amplitude is 127. What does this mean? As in, how can I use them to behave the same way as the 'normal' trig functions? I suppose that.....it's like a new 'measurement' of angles, in addition to radians and degrees....?

So if 1 period in radians = 2pi
1 period in degrees = 360 = 180/pi times radian measure

1 period in Axe = 256 = 256/360 times degree measure = 256(180)/360pi times radian measure = 128/pi times radian measure....or 32/45 times degree measure

amplitude in degrees=1
amplitude in Axe= 127 times 1

So does this mean that I should take my number , multiply by 32/45, take the sine of it, and divide by 127? But then, that would probably give me 0 all the time since Axe rounds down...


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