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Messages - squidgetx

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721
Music Showcase / My first song :o
« on: March 11, 2011, 08:12:11 pm »
Wooo
Let me know what you guys think. I think it's an interesting mix of rock/electric and classical :P

722
Ash: Phoenix / Re: Ash: Phoenix
« on: March 10, 2011, 11:03:37 pm »
Sorry, I mean like, I dunno, mission types, quest ideas, character personalities, ideas for certain areas or dungeons or anything. I have a worl map laid out and I rough game outline made up but I want to hear some ideas before I start implementing it.

723
The Axe Parser Project / Re: Bug Reports
« on: March 10, 2011, 10:58:35 pm »
Most likely your program or another wrote to somewhere it shouldn't have been writing. If this happens often while testing your program, that could be it. But sometimes weird stuff like that just happens (which is why everyone should always back up :D)

724
Ash: Phoenix / Re: Ash: Phoenix
« on: March 10, 2011, 10:54:38 pm »
Ok I got it to work finally. I'm kinda on a roadblock for game elements though. Does anyone have any ideas or suggestions for stuff they want to see in the game?

725
News / Re: Eitrix v0.5 released and Tetris Marathon
« on: March 09, 2011, 06:15:06 pm »
I love tetris marathon. Drop shadow = instant win. (as in awesome)

726
Computer Programming / Re: Looking for info...about java
« on: March 07, 2011, 04:24:20 pm »
I have no experience with Python or any other higer-level language save TI-BASIC XD

727
Computer Programming / Looking for info...about java
« on: March 07, 2011, 04:13:43 pm »
What kind of language is Java? I've heard various phrases tossed around, like "object oriented," etc. And, as a low-level programmer highly proficient in something like Axe, would it be easy or hard to pick up?

728
Miscellaneous / Re: How many incomplete projects?
« on: March 06, 2011, 08:43:51 pm »
Cuberunner: Done :D
Space Dash: Done :D
XXEdit 1.0 : Done :D
XXEdit 2.0: Meh, low priority.
Ash:Phoenix: Technically my main project. Working a lot on the storyline and hoping for a release before the end of the school year.
SandLand: Something to distract me when I don't want to do A:P
Raycaster: Sorta fell in the dirt when Runer112 released his.
Elec. Field Sim: Lost motivation since we're already done with this unit in physics
Notepad: Kinda-ish-not-really done. Requires much more time on the computer to work on this, hence lower priority.

729
Axe / Re: Program-making programs
« on: March 06, 2011, 11:27:02 am »
Edited with a pseudo-code explanation. Let me know if there are any particular parts of the code you don't understand.

730
News / Re: AxePaint released
« on: March 06, 2011, 11:19:31 am »
Damn, son, that's impressive :o Love the translation effects and the variable sizes. I have a feature request though; could you make the 16x16 feature have an option to export as 4 8x8's?

731
TI Z80 / Re: Axe Shell
« on: March 05, 2011, 05:10:39 pm »
It also reminds me of the pokemon eggsecute.

Yeah, you can't easily make a shell in Axe due to those issues with MOS/DCS/Ion incompatibility...

732
News / leafiness0 releases Graviter Demo
« on: March 05, 2011, 05:07:26 pm »
leafiness0 has just recently released a demo of his project Graviter; a gravity-inverting platformer written in Axe. It features realistic physics, allowing interaction with various objects, switches and doors, a ninja-star-like enemy intent on running you over, and the coolest death animation I've ever seen.


The demo features three levels that showcase many of its cooler features. It can be downloaded from this post.

I don't think it deserves a news article, but nevertheless it has arrived!
This demo features 3 levels, one from the previous screenshot and 2 never-before seen ones. Level 2 is another puzzle, and level 3 is a reflexology thing :) Have fun.
Use + or - to cycle through the levels.
Reply if there are any problems.
No spoilers - also post feedback on these levels.

733
Axe / Re: Program-making programs
« on: March 04, 2011, 03:26:17 pm »
Ok. What you should do is make a table of the commands and their tokens...In this table you should have as the first byte, how many tokens the command is, then the token itself, then how many arguments. This will make for a table entry width of 1+1+2=4

So for example, let's say the line drawing command is command number 1. And the rectangle command is number 2.
These (I think) are one byte commands, so our table will start like this;
([t] means the superscript t found in the matrix menu)
Code: [Select]
[01][t]Line([0004]
[01][t]Rect([0002]
We use the null 00 as a filler since the tokens are one byte. If they are two bytes then we won't use them

So for an appvar that uses your method, the data to draw a line from one corner to the screen and then a rectangle at the top...(width 96 height 2)
1 0 0 | 1 96 64
2 0 0 | 2 96 2

What we want to do now with this is to create a program that can do the following, keeping track of the current "location" in the output file and a "location" in the appvar:
Code: [Select]
1) Run through the appvar data with a for() loop
2) Use the current byte of the appvar to determine the table entry of the command we want
3) Use the table entry to paste in the appropriate token into the output file
4) Use the table entry to advance our location in the program appropriately.
5) Run a loop for the amount of arguments for a particular command
6) Paste in the hex from the appvar and add commas as necessary
7) Add a newline
9) Repeat


Now let's assume that the table is at pointer GDB1....

Code: [Select]
"01234567890ABCDEF"->Str0  //Hex digit list
GetCalc("appvNAME",Y1)
GetCalc("appvOUTPUT",size)->P
0->L //L will be the current position in the program

For(E,0,{Y1-2}^^r)  //for the length of the appvar
 {Y1+E}*4+GDB1->T //Now T holds the pointer to the start of table entry...
 Copy(T+1,P+L,{T}) //Copy the token (at offest 1) to the current place in the program, and remember {T} holds how big the token is
 L+{T}->L //Increment L appropriately
 For(A,0,{T+3})  //For the amount of arguments...
  [t]E->{P+L}   //scientific notation E since we will be using hex input...
  {{Y1+E+A}/16+Str0}->{P+L+1}  //The left nibble first
  {{Y1+E+A}^16+Str0}->{P+L+2}  //And the right nibble
  [t],->{P+L+3}   //A comma...
  L+4->L  //Increment L appropriately
  !If A-2 //If A=2, it is time to move on to the next 3 byte set so we need to
   A+1->A  //Skip over a byte
  End
 End

 E 3F->{P+L}  // The scientific notation E again...3F is a newline.
 E+{T+3}->E //Move forward appropriately in the offset code
 L+1->L  //Increment L again since we added the newline, which counts as a byte

End
Hopefully this will work to some extent, I did not test any of it so there could be some wrong parts. Hopefully it conveys the general method of how to do it though.
End

734
TI Z80 / Re: Notepad
« on: March 03, 2011, 03:22:43 pm »
Well not 8xi, but you can use appvars, programs, or protected programs.

735
Humour and Jokes / Re: Draw on websites
« on: March 03, 2011, 07:10:30 am »
Where's my pen tablet...? XD

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