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Wait, that means you can only have up to 5 choices right ?Also, maybe you can display the title in inversed font, like Basic menus.Apart from this, well done ! I'm sure many persons were waiting for this to pop out Les Français vaincront !
YES finally! A quick alternative to creating your own menu system every time you write an axe program! This slipped under my radar, but I am glad I see it now!
This is interesting. I will most likely not use it since I don't code in Axe anymore but I know some people might not necessarily need complex menus in their games and might just want to use the default TI-OS ones. In BASIC too it was pretty convenient and not too intrusive, game-design-wise, so it's good that they can now be used in Axe too.
If I was you, I would make it as simple as BASIC did, but perhaps with extra options and the ability to have more than 7 items at once. In BASIC, for example, it's impossible to make the title so that it uses black text on white background like the rest, and you are limited to a maximum of 7 menu items. Of course it would depend how much space there is for this, though.
Couldn't you use set 3,(iy+5) before writing the title, then res 3,(iy+5) after writing it to have it written in inverted color ?
.BUGGY#Axiom(MENUS)Menu("TITLE SCREEN","CHOICE1","CHOICE2","CHOICE3")
It seems there is a conflict between your axiom and zStart (which would be quite annoying, because it is a very common shell) :I had zStart installed (with every options activated), and I ran the following program (once compiled with Axe) :Code: [Select].BUGGY#Axiom(MENUS)Menu("TITLE SCREEN","CHOICE1","CHOICE2","CHOICE3")The program worked fine, but after the execution, almost every zStart's hooks were off : only the custom font was still on.
A bit of testing seems to suggest that it's some compatibility issue with Omnicalc and/or zStart.