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Messages - squidgetx

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856
TI Z80 / Re: Tio
« on: February 12, 2011, 12:30:06 pm »
It should work, as long as 2 is the correct tile number you're trying to detect. (Isn't 2 the bouncy's though)?

857
TI Z80 / Re: Tio
« on: February 12, 2011, 12:11:52 pm »
Ok, it seems Tokens was auto tokenizing a few things it shouldn't have been (like ...) which might explain the ReAlloc() thing.

Here is a version that *should* behave like the original in terms of tile detection...

edit: oh wait, I see that if you hit an enemy block from above you won't die until you've fallen a couple pixels into it...

858
Axe / Axe Q&A
« on: February 12, 2011, 11:28:50 am »
Since we no longer have the Axe Parser general thread due to the forum split (and since q/a wasn't even that appropriate for the Axe Parser thread), this topic will be the new quick question/answer thread. :)
If you have any quick questions about Axe programming: things that you feel don't quite merit their own thread, feel free to post them here. :) Anyone able to answer your question will most certainly do so.

Questions like "What does [function] do" or "How do I do grayscale" are suited for this thread, while we encourage the creation of a new thread for more indepth questions and issues :)

FAQ/RANDOM:

Please, do not refer to Axe "lists" L1, L2, etc. as "lists." Instead, refer to them as "saferam" or "free ram." The term "list" is reserved for the OS lists that are used in plots and BASIC
Q-Help! Why doesn't Fill({L1},1000) work?
Fill() takes a pointer as an argument. Fill({L1},XXX) is incorrect. You want Fill(L1,XXX). Same with the Copy/Exch commands.[/green]

Q-Help! My program is inexplicably crashing on execution!
A-Asm programs have a size limit of 8192 bytes. If you compile for MOS/DCS, you have a limit of 8811 bytes of code, and unlimited data (well as much data that you can fit into RAM). If you're over 8811 bytes, you might want to think about compiling to an application, using Crabcake or Fullrene. or optimizing some more.

Q-How come this doesn't work: 0->{GDB1+xxxx}???
A-GDB1, Str1, etc. are all static pointers This means that you aren't supposed to change the data defined there. You can however, do this (called SMC; and be warned that it will not work in an application) by using Copy and Exch, or by storing the static pointer to a variable and then using that variable as a pointer instead, eg GDB1->theta:0->{theta}

Q-How do I do realistic gravity???
A: Check out Builderboy's physics lessons.

859
Axe / Re: Lookup table
« on: February 12, 2011, 11:21:20 am »
Yup. Actually, the token for inData() is inString() lol

860
TI Z80 / Re: Tio
« on: February 12, 2011, 08:03:32 am »
Did I put a ReAlloc in? I didn't mean to at all.... ??? Did the file get corrupted or something?

861
News / Axe Parser Subforum split
« on: February 11, 2011, 11:57:31 pm »
The Axe Parser subforum has been split into two parts: the Axe Project forum and the Axe Language forum. This is to help separate the Axe project discussion from tutorials and other language help/support as the original forum was becoming rather crowded. Now, language help and tutorials can go in the newly created Axe Language board, while project disucssion will continue in the original Axe parser subforum. Hopefully this will help to organize things a bit better, and apologies for any inconvenience. :)

862
TI Z80 / Re: Tio
« on: February 11, 2011, 11:08:44 pm »
Btw I already changed the level format to include the bottom row. The big thing that I changed that gave us such speed was changing all the collision stuff to memory reads instead of Pxl tests

863
TI Z80 / Re: Tio
« on: February 11, 2011, 05:25:58 pm »
Here ya go. It runs at about 22 FPS....

at 6mhz ;D

btw STIOE is the level editor..i put it in a separate source file for convenience
Note there is a small bug with the jumping in the screenie, but it is fixed in attached src

864
TI Z80 / Re: SandLand
« on: February 10, 2011, 08:07:01 pm »
The problem is that, sure I can make them move. That's easy. The hard part is that if you're standing on them, and they are moving, you will not move with it automatically. So you would actually slide off of it....Basically in addition to
1) drawing and moving the platform
I have to
2) detect if you are standing on a platform
3) retrieve velocity of said platform
4) increase X position of player by that amount

It's not impossible, but just annoying, and probably unavoidably buggy. :-\

865
TI Z80 / Re: Tio
« on: February 10, 2011, 07:39:27 pm »
I'll offer my optimizing services (although if Runer112 shows up, give it to him: he'll give back something at like 9000 FPS and half the size....and totally unreadable source XD) :) This looks great btw

866
News / Powder/Dust Games Trickling In
« on: February 10, 2011, 07:34:59 pm »
Builderboy's amazing physics lessons on cellular automata, along with the power of Axe have inspired some of the first powdertoy projects for the z80 line of calculators. Featuring realistic flowing of particles, these programs are fairly sophisticated, and. better yet, fun to play with! :D
Shmibs has recently released his dust toy featuring solids, water, dust, fire, and ? particles. The program even features grayscale on 15mhz models. :o


Meanwhile, Qwerty.55, who actually started his powder game before Builderboy's tutorial, is hard at work (;))on his powder game. His features greyscale as well (not shown in the screenshot) and a very nice cursor routine. He is hard at work on implementing some of the more advanced physics and eventually plans to have particles interact with each other (explosions? :D).


867
Art / Re: Official Ash:Phoenix Pixel Art Request Thread
« on: February 10, 2011, 07:22:40 pm »
Thanks shmibs :) These look great!

868
TI Z80 / Re: SandLand
« on: February 10, 2011, 07:15:00 pm »
^This is true. I will eventually add some sort of external level support which will prevent this from happening. Actually, I'll probably do it soon since L1 messes up every time I compile, so testing stuff gets annoying.

Also I realized moving platforms will be much harder than I thought previously. Unless you pretend they're made of ice :P (Relative motion is annoying). So don't hold your breath on that...

869
TI Z80 / Re: SandLand
« on: February 09, 2011, 08:44:40 pm »
Ah, I see what you are talking about now. Unfortunately I have no idea what causes it :( ...Maybe I forgot a pxl-test somewhere.

870
TI Z80 / Re: SandLand
« on: February 09, 2011, 08:14:05 pm »
Do you mean when the char kinda sinks down by 1 pixel? Yeah, that is leftover from my old way of doing slopes: collision doesn't check the last pixel. I am going to try again to get pixel-based slopes working which is why that hasn't been fixed yet :)

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