Author Topic: Zedd Physics Library (BETA)  (Read 26144 times)

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Offline Darl181

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Re: Zedd Physics Library (BETA)
« Reply #60 on: October 26, 2011, 11:03:59 pm »
You know how in BASIC, you can have sub-programs?  In Axe, that's possible to an extent, and they're called libraries.  The libraries can contain code, sprites, subroutines, whatever just as if it were part of the main program (or in Axe's case, source)

The following is possible and correct:
If there's a main program like
Code: (main source) [Select]
.NAMEHERE
[FFFFFFFFFFFFFFFF]→Pic1
sub(CLR)
sub(PTO,10,10)
DispGraphClrDraw
Repeat getKey(15)
Pause 10
End
prgmSUBS
...and another program, also source, like
Code: (PROGRAM:SUBS) [Select]
..
Lbl CLR
ClrDraw
Return

Lbl PTO
Pt-On(r1,r2,Pic1)
Return
Compiling the main source will allow you to use the subroutines in the program named SUBS.

Zedd works the same way, they're basically pre-made routines you can call in your source, as long as you have prgmNAME in the main source :)
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Offline Builderboy

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Re: Zedd Physics Library (BETA)
« Reply #61 on: October 26, 2011, 11:13:05 pm »
I downloaded the file, I download the program "zedd" onto my 83+, I opened it, syntax error. I used asm(, invalid error. I tried to compile it, it didn't show up.

You should read the readme and all the other massive amounts of documentation I wrote to explain exactly how to use Zedd.  It would explain a lot of why you can't get Zedd to 'run'.  Darl explained a bit how functions work, and Zedd gives you functions to use in your own physics program.  If you just want to play with the demo, go to the demo folder and send Axe.8xp to your calculator and run it with Asm() from the homescreen.

Offline epic7

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Re: Zedd Physics Library (BETA)
« Reply #62 on: October 27, 2011, 03:21:23 pm »
I know what library files are, but I'll read the readme again.

Edit: Read the readme. It seems hard to use.
« Last Edit: October 27, 2011, 03:33:06 pm by epic7 »

Offline Builderboy

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Re: Zedd Physics Library (BETA)
« Reply #63 on: October 27, 2011, 06:05:17 pm »
It is for people who have a fairly proficient understanding of Axe so if you are just beginning it might be a bit hard to understand.

Offline LincolnB

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Re: Zedd Physics Library (BETA)
« Reply #64 on: October 30, 2011, 09:06:33 pm »
I may have an outdated version of the readme, but my copy doesn't list every Zedd function and what it does, it only lists some. It doesn't list a bunch of important commands like SimZ and stuff like that, I had to learn about those from printing off the example source code. idk how complete the current version is, but tbh I'm pretty sure I downloaded the latest version.
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Offline Builderboy

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Re: Zedd Physics Library (BETA)
« Reply #65 on: October 30, 2011, 09:22:58 pm »
Huh, it does look like I forgot to include SimZ in the commands index o.O Strange... Is that the only one you found or were there more?

Offline LincolnB

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Re: Zedd Physics Library (BETA)
« Reply #66 on: October 30, 2011, 09:26:42 pm »
I don't know, I haven't looked through the include programs yet (prgmZEDD, prgmBOUNCE, and whatever other progs define the different functions) so idk, but I think that was the only one I saw, just looking through the example program.
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Offline nemo

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Re: Zedd Physics Library (BETA)
« Reply #67 on: October 31, 2011, 01:35:35 am »
i've been going through the source code for this deciphering it trying to figure it all out, but i've hit a roadblock. In the SimZ function, what is the variable H used for? i think it's detecting if the object is moving horizontally, but i'm not sure.


Offline Builderboy

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Re: Zedd Physics Library (BETA)
« Reply #68 on: October 31, 2011, 03:33:25 am »
Yeah it's detecting if an object has a possibility of an object collision.  If an object is colliding with the tilemap and has a velocity that is not along the axis of the wall, it will not search for object collisions for that specific objects.  Just a small speedup thing :)

Offline epic7

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Re: Zedd Physics Library (BETA)
« Reply #69 on: November 14, 2011, 10:32:41 pm »
Read the readme in depth now. Seems not that hard and real useful!

Offline Darl181

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Re: Zedd Physics Library (BETA)
« Reply #70 on: November 15, 2011, 02:51:02 pm »
I'm considering using this for Essence.  A question tho...how far off the screen can something be before it loops around? 
Afaict it's ~32pix to the right and 128 to the right..might there be a way to get a more range other than decreasing inflation?
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Offline Builderboy

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Re: Zedd Physics Library (BETA)
« Reply #71 on: November 15, 2011, 05:22:43 pm »
You can get 256 pixels of total movement in both directions.  Increasing this amount without decreasing inflation would be extremely complicated, and not really planned at the moment.  Decreasing the inflation would work though, even if it is by 1/2 you could still get 512 pixels worth of movement, which is like 5.3 screens worth of scrolling

Offline epic7

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Re: Zedd Physics Library (BETA)
« Reply #72 on: November 15, 2011, 08:03:21 pm »
If you give someone a program that uses zedd, do they need zedd?

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Re: Zedd Physics Library (BETA)
« Reply #73 on: November 15, 2011, 08:04:51 pm »
If you give someone a program that uses zedd, do they need zedd?
No, it is a library for axe. So like other axe "peripherals", they are not required to run the program.
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Offline Michael_Lee

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Re: Zedd Physics Library (BETA)
« Reply #74 on: November 15, 2011, 08:22:01 pm »
A few questions about Zedd:


When using Zedd, is it the coder's responsibility to run through all the existing objects and draw/otherwise render them to the screen, or does Zedd handle that?

LoadZ():
r6 is the sprite number.  What precisely is the sprite number?
I looked in the source for the demo -- I'm not entirely sure how you're drawing the objects. 
Do all sprites have to be pointed to Str0SP, or does it not matter?

Can you change the buoyancy after setting it?
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