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Humour and Jokes / Re: I failed at my math test. Why?
« on: February 13, 2011, 03:46:09 pm »
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Humour and Jokes / Re: I failed at my math test. Why?« on: February 13, 2011, 03:46:09 pm »
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Axe / Re: Documentation of the Speed and Size of (Almost) Every Axe Command« on: February 13, 2011, 03:40:21 pm »
Printer friendly version
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TI Z80 / Re: SandLand« on: February 13, 2011, 02:48:54 pm »
Idk, I haven't tried. It might start moving backwards
I'll add a terminal velocity...eventually . But as of now, this project is going to be on hold (or at least very low priority) until I finish Ash:Phoenix. 844
Ash: Phoenix / Re: Ash: Phoenix« on: February 13, 2011, 12:59:51 pm »
The tile editor writes directly to the tile appvar
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Ash: Phoenix / Re: Ash: Phoenix« on: February 13, 2011, 12:46:33 pm »
*Bump*
Well, I got my new map editor up and running, imho, it's really nice . It probably improves my efficiency by >9000% I can edit any and all of my tiles without annoying recalling of strings or recompiling any programs, I can edit a maps' name, tileset, enemies, etc. in addition to the actual map itself, and I can pick and choose trigger tiles (warp and npc convos) and where they lead to. Prepare for some epic progress soon 846
Axe / Re: Axe Q&A« on: February 13, 2011, 12:41:58 pm »How large is your program? Any Homescreen program that is over 8100 bytes will give an error, it sounds to me like you are very close to this value?Builderboy, I think you were ninja'd by 9 hours 847
The Axe Parser Project / Re: Features Wishlist« on: February 12, 2011, 08:25:10 pm »
Feature request: nibble read/write command option to do the opposite endian-ness of the current nibble routines.
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News / Axe Parser v0.5.0 Released« on: February 12, 2011, 08:10:58 pm »
Quigibo has released version 0.5.0 of the hugely popular Axe Parser, taking the project out of delta and into epsilon! Some notable new features include the now fully functional axiom system as well as EndIf and End!If commands for loops!
The new update can be downloaded here From the original topic: Axe ParserWe applaud Quigibo for this update and wish him good luck with version 1.0.0 849
The Axe Parser Project / Re: Bug Reports« on: February 12, 2011, 08:04:42 pm »
Yeah. I think he's fixing it now. Also, the new help screen says "For additional help and examles"...
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Axe / Re: Axe Q&A« on: February 12, 2011, 04:39:47 pm »
Question 1: If you want to draw to the buffer, put a Fix 5 at the beginning of your program and a Fix 4 at the end
Question 2: Is the game over 8192 bytes? Nostub executables have to be under 8192 bytes, while MOS and DCS programs can have up to 8811 bytes of code and unlimited data. However, be warned that Axe doesn't guarantee that a MOS/DCS program will have all the data at the end. The safest way to get past the code limit once you're at 8811 is by compiling to an application which gives you 16384 bytes to work with. 852
Axe / Re: External Vars Tutorial« on: February 12, 2011, 04:01:19 pm »
Yeah, you should
Maybe more discussion on file pointers, as well as other variable types. Also discussion on how to access an arbitrary variable (without a name string) would be nice. Spoiler For Spoiler: 854
Art / Re: Official Ash:Phoenix Pixel Art Request Thread« on: February 12, 2011, 12:54:46 pm »
Wow, these are amazing. I especially like the palm tree. Thanks a lot
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In addition to removing the +24, you'd have to move the section of code dealing with boosties after the section that deals with gravity/downward collision detection, otherwise if you have a boost tile on top of a solid tile and you walk into it nothing will happen
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