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Calculator Community / Axe Language / Store Labels and Goto ?
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on: 06 March, 2013, 23:17:33
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Is there a way to goto stored labels ? For example this (useless an non-working) code: Data( LLabel r)→GDB1 Goto {GDB1} rLbl Label I could use Z-Test too but that would be less convenient  So any ideas ?
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Calculator Community / Axe Language / Sort by alphabetical order
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on: 05 March, 2013, 14:49:57
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Well, everything is in the title. Say that I have a sequel of strings, all of them with a length of 8, all of them null terminated (the zero not included in the 8 characters), the start of the string being at P. How to sort the strings by alphabetical order ?
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Calculator Community / TI Z80 Calculator Projects / [Axe] Snowman Factory
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on: 20 December, 2012, 18:52:01
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Here is my entry to the Espace TI contest which ends today. The rule was to make a Christmas oriented game, hence the snowmans  I tell it myself, this game is crap. This is why I didn't even have enough will to finish it. If you want to finish it, take the source and go for it. How to play: Well, there is no way to win or to lose, but the aim is in fact to build the snowmans that are ordered, by using the arrow keys and 2nd to accept. Clear quits. Except for Play and Quit, nothing works in the menu. Enjoy edit I forgot to say that you should compile it with Axe 1.1.2, or if you compile it with another version, remove all the "+11" in the drawing commands.
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General Discussion / Pixel Art and Drawing / Need Snowmans
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on: 24 November, 2012, 20:06:20
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Helloes, I am making a game with snowmans, and I need help with sprites -.-° I'll try to be clear in my explanations (feel free to ask if you didn't understand something). First of all, greyscale is allowed. 4 or 3 levels of grey, not more of course  I need each snowman to be in 3 parts, each part being a 12x12 sprite. Note that those 12x12 parts can encroach each others to make a perfect snowman. For example, the first sprite would be a big snowball, the second one, a less big snowball, and the third one a snowhead, and putting each of those on top of the other would make a snowman. Now that it is clear how to make a snowman, in fact I need 3 of those  I don't ask for specific designs, I just would like to have 3 very different snowmans. The first one can be a normal, round-shaped snowman for example, the second one can be a square-shaped snowman for example (instead of being composed of snowballs, it would be snowcubes) and the third one, I have no idea, you are free to make it as you wish, just make it different from the others  Thanks in advance for those who make even one part of those  (of course you'll get credits and +1s).
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Calculator Community / Axe Language / Clipped line routine ?
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on: 16 November, 2012, 19:29:07
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Hello everyone, as the title says, I need a clipped line routine (I mean a routine that still draws the line even if it is partly off-screen) that I can call with LINE(X1,Y1,X2,Y2) or that would use X1,Y1,X2 and Y2 as variables (there roles in the routine being obvious). I saw this one by Darl181 but it is not a routine that I can call with LINE(X1,Y1,X2,Y2), it is a full program that includes line clipping, but only supporting one point and the other one always at the center  Then I saw this and tried to write it myself but failed miserably. Here is the source in the spoiler if you see where the error is (note that it fails even though it is not optimized, I coded it noob-style to be sure that it would work but still failed  ) So, anyone has a solution ?
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Calculator Community / TI Z80 Calculator Projects / [Axe] Robbox
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on: 19 October, 2012, 17:33:37
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[offtopic] TinyCraft is not dead, I just can't work on it without holidays. [/offtopic] Technical features: - 6 MHz (runs on 83+, 84+, 83+SE, 84+SE, 84 Pocket.fr, 84+Pocket SE) - 4 levels of grayscale - smoothsrolling Now that you want my game, let's start talking about it  So, it is a port of Robbox, the reflexion game for PC (free demo available). You control Robo (a robot) and you suscribed to a tournament. You now have to get out of mazes in which can be found crates to push, killing lasers, etc (really, it is a fun game, try it out if you have time). For now, I only have the tilemapper working, with dynamic uncompression for walls. It is fast as light when going downwards or upwards, but a bit slower when moving horizontally. That is not really a problem since I don't need pixel-by-pixel movement (which is what I am currently doing) so I can make it faster whenever I want  You may wonder why I make a topic about a project I just started yesterday, well it is because I thought about that topic. I thought it might be a good idea to post my project even just started to bring some activity maybe  Please share your thoughts and comments  Screenshot and demo (compiled for Ion) below.
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Calculator Community / Axe Language / [TUTO] How to make "beautiful greyscale" in Axe using interrupts
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on: 03 October, 2012, 17:16:42
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(please tell me where I made typos, I am sure I made some  ) With my recent work on TinyCraft, people have been asking me how I make my grayscale so beautiful. So here is a tutorial! (what do you mean by "you stole thepenguin's sentence" ?  ) So one day, I read thepenguin's tutorial to see if I could get something to work in Axe on a 83+BE without Full speed and I understood that I had to refresh the screen 50-60 times per second. Now, How would you do this in Axe ? With a loop that runs exactly at 50 Hz ? Not really, for two reasons: - maybe your calc will have beautiful grey at 50 Hz but others may hae it beautiful at 52 Hz - maybe the loop will run at 50 Hz on your calc but will run at 48 Hz on others So you need interrupts. If you don't know how interrupts work, check out Hot Dog's tutorial. Problem: the slowest interrupts still runs at a higher frequency than 100 Hz, there is no interrupt at 50 Hz. But who told you that the screen was actually refreshed every time the interrupt runs ?  The speeds for the interrupts are as follow (according to Hot Dog): Speed // 83+ // 84+ 0 // 560 Hz // 512 Hz 2 // 248 Hz // 228 Hz 4 // 170 Hz // 146 Hz 6 // 118 Hz // 108 Hz So: -with speed 0, we would need to refresh the screen only 1 time every ten runs, because 50<560/10<60 -with speed 6, we would need to refresh the screen only 1 time every 2 runs, because 50<118/2<60 -etc Let's make a try with speed 0 for example. Then, it will be easy to get it to work with arbitrary speeds  So for educationnal reasons, we are going to make a stupid and unoptimized program that will include beautiful grey. Note that I don't code so bad in real life  Let's draw for example two rectangles, one black, the other one grey. .AA ClrDrawrr Rect(0,0,8,8,L3) Rect(0,8,8,8,L6)
Now we need to set up the interrupt. We use speed 0 so we need to refresh the screen 1 time every 10 runs. We need a counter that will tell the calculator if it should refresh or not. So the routine used as an interrupt should look like this. Lbl DG T+1→T If T=10 0→T DispGraphr End Return
Another solution would be this one Lbl DG T+1→T !If T^10 DispGraphr End Return
And now, the only thing we need is to set this interrupt on to refresh the screen automatically  .AA FnOff ClrDrawrr Rect(0,0,8,8,L3) Rect(0,8,8,8,L6) 0→T fnInt(DG,0) Repeat getKey(0) End LnReg Return
Lbl DG T+1→T !If T^10 DispGraphr End Return
If you want a little more optimised version of this, here it is .AA FnOff ClrDrawrr Rect(0,,8,,L3) Rect(0→T,8,,,L6) fnInt(DG,0) While 1 EndIf getKey(0) LnReg Return
Lbl DG !If T++^10 DispGraphr End Return
If you want a faster-than-light or a smaller-than-0-bytes version of this, ask Runer112. Now, the only thing that is missing in that tutorial is "how to make a calibration screen ?", but I am sure you can do this without my help. You just need to make a menu that will select between 4 values and each value gives an interupt speed and a timer-max. Notes:I made an example with 3 levels of grey but it works with 4 levels too  See TinyCraft for example. Disadvantages of this method:-First of all, the screen is automatically refreshed. This means two bad things: this will make you forget your good habit to make "DispGraph"s inside your loops, and sometimes, you only want to refresh after it cleared all and redraw all, but now you can't choose anymore where the refreshing will happen -For some reason, using the Text() command on a regular 83+ (not SE) kills the interrupt (but everything else in the program runs fine). To avoid problems, you can use Jacobly's TEXT Axiom or simply avoid the Text() command when the interrupt is running (disable it before using Text() then put it back for example, or prerender all the text in your menus instead of putting the Text() commands in the loop).
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Calculator Community / Axe Language / How to make a 2 pages app with only data on the second page ?
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on: 24 September, 2012, 21:01:59
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Well TinyCraft now takes 16292 bytes. This means that the solutions are: -optimizing (but I am not good at this and I guess no one would like to optimize my mess  ) -get some more data out in archived appvars (there are already like 3000 bytes of data already in this case but I'd lose track of my pointers) -get another page so I can put all my data on the second page and have more space for the code And among the three solutions, I prefer the last one (so I can have everything in one place instead of having separate appvars). But how ? Couldn't an Axiom be made about this or isn't there a method with uncompiling the app then recompiling again ?
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Calculator Community / WabbitStudio Software Suite / FT\uc appvars ?
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on: 27 August, 2012, 09:43:39
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I am just wondering what are those FT\uc appvars I see in Wabbitemu. They are present in the "View Variables" menu and also when I look for appvars through the VAT, even though the appvars I look for have a 16 bytes header, so random appvars should not appear here.
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Calculator Community / TI Z80 Calculator Projects / [Axe] KoFiX (yet another Guitar Hero clone :P)
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on: 18 August, 2012, 13:21:14
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First of all, don't expect too much from this project, I only made this because I got bored (when waiting for Jacobly's map generator for TinyCraft ) so I may or may not make a real game from it. In fact, the note-displaying engine was made a long time ago but I was too lazy to make it display several notes at a time, so I forgot all of what I made. Then Samos on TI-Planet asked some help with his Guitar Hero clone and it reminded me of KoFiX. So, why is it called KoFiX ? Because of FoFiX, the free Guitar Hero clone one computer. FoFiX is very flexible, allowing you to create your own musics to play with the game, or change the theme of the game, etc, while Guitar Hero is all done with nothing really modifiable. KoFiX (if one day finished) will at least allow you to create your own musics to play with the game beacuse I am too lazy to make songs myself  For now, it only displays notes (up to three at the same time), there is no way to play them nor hear any sound  And concerning sound, it is not a priority, I'd first want to make it at a decent speed for regular 83+ then I may add Full speed and sound. Now what does it look like ? Compare the real Guitar Hero and KoFiX on Monsters by Matchbook Romance   (also, the demo download ↓)
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Calculator Community / General Calculator Help / Best Axe IDE ?
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on: 04 July, 2012, 17:59:14
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As the title says, I am looking for an Axe IDE since it is easier (and faster) to code big projects with them. I used to use TI-Convert (by Michael Lee) but it is now outdated and doesn't work with latest versions of Axe  I also tried BexIDE but I have problems with it for opening files  So do you know others ? Not necessarily an Axe IDE, a Basic IDE should work too, same for a txt to 8xp converter.
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Calculator Community / TI Z80 Calculator Projects / Portage of Rainbow Dash Attack
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on: 10 June, 2012, 20:44:52
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Credits go to Ashbad for the original idea and I asked him the permission before posting my project  So I am trying to port Rainbow Dash Attack to z80 calcs in Axe. Here is a screenshot of my progress so far  You see that there are a few things to do (you can't lose, you can fly even without power...) and that I need a pony sprite  So for the sprite, it should be 16 pixels tall at the maximum, and I don't care much about the width: I still can make the sprite half off screen at worst. Three levels of greyscale is allowed. Suggestions, feedback and sprites are welcome  ( Latest release, compiled for Ion) CreditsAshbad for the original game on Prizm Spenceboy98 for spriting
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