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News / Re: Somebody set up us the bomb
« on: February 20, 2011, 05:40:28 pm »
Small edit for grammarz
Sounds good.
Sounds good.
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. 796
News / Re: Somebody set up us the bomb« on: February 20, 2011, 05:40:28 pm »
Small edit for grammarz
Sounds good. 797
Ash: Phoenix / Re: Ash: Phoenix« on: February 20, 2011, 05:25:57 pm »
*Bump*
Check out the sexiness. I owe you, Builderboy I had to turn the title screen into its own external executable, which added about 1k to the overall game size. But on the bright side, it brought the app size under 16k again, which gives me room for some good compression routines. 798
UberGraphX / Re: Project Paradise - Ubercalculator« on: February 20, 2011, 03:36:55 pm »
I lol'd
Seriously though, this is awesome and good luck! I also hope that the toned-down version, that will actually be allowed on tests etc. will do well too, since that is likely going to be the more popular model. 799
Axe / Re: Axe - The 'Fix ' Command« on: February 20, 2011, 03:34:36 pm »
Cool I guess. But isn't this, like you said, in the documentation? I don't think we should be flooding the forum with tutorials on stuff that can be easily found after a few seconds of experimenting, or merely through flipping through the commands list
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Axe / VAT tutorial« on: February 20, 2011, 03:19:54 pm »
Let's write another tutorial (I'm just in the mood today) Anyway, this'll talk about the VAT, specifically, the symbol table of the calculator where programs, appvars, and protected programs are found. Ever wonder how Axe displays a list of all the Axe programs on your calculator? Well, read on!
1. What is the VAT? (By VAT, I actually mean program table, even though that's not really what VAT means) The VAT is a chunk of user RAM that keeps track of every program/prot prog and appvar in your calc. If you notice, when you delete a program in archive, you still free up some RAM; that program's table entry is erased. Every entry in the VAT is backwards (annoying), and structured in the following manner: Code: (thanks to Iambian) [Select] ============================================== Now for an explanation of each part: T: Sort of important but not really: the first five bits are used to identify which object type the variable is. We'll get into this later. T2: Completely useless to us. Ignore. Ver: Tells the OS whether or not it can be sent across certain OSs. Ignore. DadrL: More important: Tells us the low byte of the address of this object. DadrH: The high byte Page: What flash page? If in RAM, it'll equal 0. N. Len: How long is the name And from here, we have the name of the object (backwards) Now, the location of the VAT is always changing. Fortunately the calculator stores it for us at address $9830. The address of the end of the VAT is stored in $982E. Here's a code example on how to set up a loop that goes through the VAT, one entry at a time... Code: (the little e is the scientific notation E) [Select] {e9830}^^r->E //set up Now, you can use the value of {L1+3}r+2 as a pointer to the object without even needing a GetCalc statement. This even works with file pointers as well, storing {L1+3}r+2 to {oY1}r and {L1+5} to {oY1+2} allows you to use Y1 normally as well. 801
TI Z80 / Re: Pokemon TI« on: February 20, 2011, 02:41:01 pm »* squidgetx sends out .4! .4 used TM25!No effect! Anyway, nice to see this is back up as well along with Nostalgia 802
Axe / Re: Specific Tutorials List (Axe)« on: February 20, 2011, 02:35:48 pm »
Fixed. (See what I did thar )
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Axe / Specific Tutorials List (Axe)« on: February 20, 2011, 02:20:31 pm »
Complete Axe Tutorial (in french) by kindermoumoute
General: Learning Binary by z80man: A quick explanation on this intricate system of numbers. 101010! Explanation of pointers by Deep Thought: An excellent post detailing the basics of pointers for people new to Axe or otherwise low-level languages. Launching external ASM programs from an application by squidgetx: credit goes mainly to Runer112 and FinaleTI though. Program Flow Basics for a Platformer by Eeems: A short guide on how to setup your program so that it is easy to handle and relatively quick. Specific Functions and Commands: Table of Frequencies for use with the Freq() command accompanied by an explanation by Floppus Maximus Bit Manipulation by Hot_Dog, Runer112, and nemo: A somewhat slapdash series of posts detailing how to read and write to bits. The ** command by nemo: a full tutorial on fixed point multiplication. Fix command tutorial by Scout: A more indepth explanation of the Fix command than the documentation. Interrupts Tutorial by Hot_Dog: A detailed PDF showing how to maximize the effectiveness of interrupts in Axe Using Axe to its full functional form ? by Ashbad: A nicely written tutorial on how to take advantage of many of Axe 1.0.0's new features including lambdas, getting label addresses, etc. Lazy Evaluation by Ashbad: Another excellent tutorial this time discussing how to implement lazy evaluation in an Axe environment. Game Mechanics: Physics Lessons by Builderboy: A great collection of physics lessons explaining gravity, cellular automata, trig, and more! (Sorry Builderboy, I unstickied it for now, you can put it back up if you want) Slope Physics Tutorial by squidgetx: an indepth-exploration/physics lesson. Arrays and Bullet Code by Deep Thought: A work-in-progress on manipulating complex data structures, geared specifically towards coding bullet and ememy systems. SHMUP tutorial by Deep Thought: In-the-works tutorial on making a Shoot-em-up game, building further on many of the concepts from the Array tutorial. New Tilemapping Tutorial by yunhua98: a look at smoothscrolling tilemapping Tilemapping Tutorial by SirCmpwn: The first comprehensive tilemapping tutorial including tilemap detection/collision thydowulays's Complete n00bs guide to Tilemapping in Axe by thydowulay: Well, as the title says, a beginner's guide to tilemapping. Introduces basic concepts and sample code. Beginner's Physics Tutorial by Scout: A look at physics from the beginner's point of view. OS and Data External Variables Tutorial by FinaleTI: A comprehenisve tutorial on using the OS external variables such as appvars, real variables, lists, and more. VAT tutorial by squidgetx: A tutorial showing how to go through the program table on the calc to retrieve programs/appvars Pseudo-Huffman Compression by shmibs: A not-really-huffman compression technique that nevertheless is valid and useful. Huffman Compression by Runer112: Runer112's response; focused on how to generate and use a Huffman compression tree. Graphics: Flame Graphics by Builderboy: Simple and easy way to create awesome fire effects in games. Axe Grayscale Tutorials by Scout and squidgetx: Two short and simple tutorials on how to use grayscale in Axe 8 level grayscale by willrandship and kindermoumoute: O.o Particluar Explosion Tutorial by leafiness0 804
Ash: Phoenix / Re: Ash: Phoenix« on: February 20, 2011, 01:39:47 pm »
Thanks.
I may finally be getting my calc back today (long story) so I'll be able to work on this again. 805
Axe / Re: Flames tutorial« on: February 20, 2011, 01:22:11 pm »
Question: how did you keep the text TAO from smoking away? From the Tao source, it seemed that you just copied the pic to the screen, then ran the code in a more conservative loop that didn't affect the lower portion of the screen. But when I tried it, the image on screen just burned up...
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Nostalgia / Re: Nostalgia - An Axe RPG« on: February 20, 2011, 12:26:37 pm »
^^
Mm, mm, good luck! 807
Axe / Re: Flames tutorial« on: February 20, 2011, 12:23:11 pm »
Builderboy, that's hot (pun very intended). This might go into the title screen of A:P if I can optimize enough space to fit it.
Edit: Success! 808
Axe / Re: Axe Q&A« on: February 20, 2011, 12:20:42 pm »Also wow, this topic grew fast... I knew that it would 809
News / Re: TI-Nspire CX - The Next Generation« on: February 20, 2011, 12:18:53 pm »* squidgetx is speechless... WANT. Also I really like the look of it, much more than the original Nspire or the Prizm. 810
TI Z80 / Re: Dimension« on: February 19, 2011, 11:41:31 am »
Lol, can't wait to see what this ends up turning into...
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