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.
Messages - ztrumpet
Pages: 1 ... 17 18 [19] 20 21 ... 385
271
« on: October 28, 2011, 11:30:00 pm »
Replays are keystroke recordings that form up a movie of what you have done that game session. If you had a particularly awesome run but forgot to turn on the record feature of Wabbitemu, or if you're out on the road playing on a real TI-83 Plus, you can save what you did and have an automatic replay of it so you can show your friends how awesome you are.
After all. Vids or it didn't happen.
That is really frikin' tight. How many can you you have saved at once?
272
« on: October 28, 2011, 11:01:11 pm »
For sprites larger than 8x8, you can use Bitmap(). Unfortunately, it's much slower than 8x8 sprites.
You could also use the Copy() command to work with larger sprites. I think I have an 80*20 sprites or so in Cube Droid in which I had a For() loop around a Copy().
273
« on: October 28, 2011, 10:57:52 pm »
Aww, look! It's the cute Iambian shooting fire with his cyoot dragon breath. Who's a cute little dragon? You are. </Cooing>
It looks awesome! Major props to you guys; I realize that it was really to code, but it looks amazing. Excellent work!
Did someone say something about replays? What'll that do?
274
« on: October 28, 2011, 10:53:55 pm »
On second thought, you could use some of the routines here, if you give the author credit. Click the link, and then search "input" to find the good stuff 
Yup, that's a great link. If you don't want to search, though, you can always use the index: http://ourl.ca/7818
275
« on: October 28, 2011, 09:23:35 pm »
Is there an option to turn the calc off while in a axe program? for example, If I were to make a password program...
I assume you want something like this: http://ourl.ca/10110/250926 (Read all of the stuff in quotes.) If so, this is the post that contains the rest of the explanation and the code: http://ourl.ca/10110/250926Good luck!
276
« on: October 26, 2011, 09:03:01 pm »
juju used to be known as juju2143 or something like that.
277
« on: October 26, 2011, 05:08:01 pm »
I have seen some AXE programmes using strings to export images or tilemaps. How is that possible?
You just have to manipulate the data correctly. Here's the basic premise: Set up the string. This is done in a similar method to setting up a Picture, which I detailed here. Then loop through the data for the sprite and convert this. Each nibble (generally) contains one hex character (each byte contains two), so this must be converted to 0-9 or A-F. Switch the number to its ASCII equivalent, which is shown in this chart: L0 equ 030h L1 equ 031h L2 equ 032h L3 equ 033h L4 equ 034h L5 equ 035h L6 equ 036h L7 equ 037h L8 equ 038h L9 equ 039h LcapA equ 041h LcapB equ 042h LcapC equ 043h LcapD equ 044h LcapE equ 045h LcapF equ 046h So yeah, that's the basic premise. I hope it helps.
278
« on: October 25, 2011, 09:04:53 pm »
Earlier today Omnimaga user jacobly released a floating point library or use with Axe. This will be of great help to anyone who wants the speed or interface of assembly without the hassle of having to code the floating point routines themselves. Jacobly has made a wonderful contribution to the community of all Axe coders, especially those who want *real* mathematics included in their programs. Link to Discussion Topic, Usage, and Download
279
« on: October 25, 2011, 08:41:22 pm »
This is really awesome! Thanks for making this wonderful library.
280
« on: October 25, 2011, 06:50:13 pm »
I love the recent changes. CaDan lives again!
281
« on: October 25, 2011, 12:06:29 am »
I think it sounds like a good idea. Good luck!  I saw this :PROGRAM:ASRC :.CROSSTD :ClrHome :ClrDraw
and was reminded of a joke program that my friend and I created as Freshmen that didn't actually work: :ClrHome :ClrDraw :ClrRAM We still reference it to this day.
282
« on: October 24, 2011, 06:24:04 pm »
Welcome to Omnimaga, pokemonrules. I hope you have a wonderful time here.
283
« on: October 24, 2011, 06:23:19 pm »
EDIT: flyingfish: there's only one sec between our posts  There was one instance somewhere (I think in this board as well) of two posts within 0 seconds of each other. That was crazy.
Here's my epic win: Zero second ninja over qazz
284
« on: October 24, 2011, 05:53:56 pm »
I love the sprite. Also Boot: I believe something like that exists already. I'm looking for it now. EDIT:Here
There's also a version I made called "Jump!" (See my sig for more info) I like the way yours looks, Yeong.
285
« on: October 24, 2011, 05:51:37 pm »
If you added this as a particle it would be really cool if you could specify which way if "down." This way, the default direction could allow gravity to change or other cool actions to occur.
Pages: 1 ... 17 18 [19] 20 21 ... 385
|