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I suppose you could... but you would not be allowed to use the variables A-Theta in your program then. You would have to use the r1-r6 variables and store the rest directly to another buffer which could be very confusing given that you have to write down what variable each address represents.
For me, i think an upgrade to the Fill() command is in order. Usualy when people fill elements in RAM, they want to fill it with specific values. But currently they have to put the value in the first element for fill to work, and this means you have to calculate the Address twice. Wouldn't it make a lot more intuitive and useful sense (not to mention probably smaller) to do something like Fill(Address,Length,Number) ? that could even be an alternative syntax if you wanted backwards compatibility.
Holy crap that was a huge storm of sudden posts Just to make sure you didn't miss it Quigibo, did you see my feature request for vector/jump tables?
HoMM: [==--------] Project 'resumed': I'm suffering overwhelming new ideas being popped up in my dreams :PtiDE: [----------] Explored and understood the main part of the code: just started writing a Tokenizer.
New request (I think):Line(X1,Y1,X2,Y2,)r. Lines draw directly to the back-buffer.Also I'm not sure how hard it would be but might there be a third buffer sometime in the future? Not for grayscale, but pxl-test to it? Something like this would really help me optimize the game I'm working on (In the sig it says I'm done, but I'm trying to make a more memory-friendly version for the 83PBE)