• Axe Q&A 5 5
Currently:  

Author Topic: Axe Q&A  (Read 534064 times)

0 Members and 2 Guests are viewing this topic.

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: Axe Q&A
« Reply #1185 on: December 13, 2011, 07:04:23 pm »
Then you would need to start the bitmap with [1818], not [2424], since the hex value 24 is 36. The hex value 18 would be 24.
« Last Edit: December 13, 2011, 07:05:17 pm by FinaleTI »


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Axe Q&A
« Reply #1186 on: December 13, 2011, 07:05:06 pm »
Does that mean I have to count aalll the numbers? :P D:

If the program returns a string just do Length(String)

Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: Axe Q&A
« Reply #1187 on: December 13, 2011, 09:58:37 pm »
if he used my program for 24x24, it should give him a 16*9=144 hex digits (so...72 bytes)
Sig wipe!

Offline aeTIos

  • Nonbinary computing specialist
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3915
  • Rating: +184/-32
    • View Profile
    • wank.party
Re: Axe Q&A
« Reply #1188 on: December 14, 2011, 09:44:59 am »
'nother bitmap question: Am I right that you are using a custom routine now?
Also does bitmap clip?
I'm not a nerd but I pretend:

Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: Axe Q&A
« Reply #1189 on: December 14, 2011, 01:15:07 pm »
I think I read that bitmap clips.
Sig wipe!

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe Q&A
« Reply #1190 on: December 14, 2011, 04:26:39 pm »
Well, I need to find another way for 24x24s

Putting them into a pic and uploading to calc distorts it :/
Jacobly converted one of my big sprites but I don't want to bother him with another :P
Or if I write down the binary for the 576 pixels then use a hex converter, but 576 seems like a lot :P

Offline parserp

  • Hero Extraordinaire
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1455
  • Rating: +88/-7
  • The King Has Returned
    • View Profile
Re: Axe Q&A
« Reply #1191 on: December 14, 2011, 05:20:47 pm »
so, If I have a set of data stored in an appvar, how would I recall it in the program with each piece of data as a specific variable?

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe Q&A
« Reply #1192 on: December 14, 2011, 05:24:24 pm »
I think
appvBLAH->W
{W}r->A
{W+2}r->B
{W+4}r->C

I think
appvBLAH->W
{W}->A
{W+1}->B
{W+2}->C
Works with 1 byte tho


ALSO
Are tilemaps usually slow?
The speed of the program is about 25-35% the speed of what it was before <_<
« Last Edit: December 14, 2011, 05:28:49 pm by epic7 »

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Axe Q&A
« Reply #1193 on: December 14, 2011, 05:31:01 pm »
try moving parts off the tilemap out of the main loop
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe Q&A
« Reply #1194 on: December 14, 2011, 05:35:36 pm »
Like what?
I don't think its displaying the entire tilemap at one time, but just what will be on the screen.
« Last Edit: December 14, 2011, 05:36:15 pm by epic7 »

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Axe Q&A
« Reply #1195 on: December 14, 2011, 05:36:02 pm »
hex code and variables
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe Q&A
« Reply #1196 on: December 14, 2011, 05:38:27 pm »
Nope, thats out of the loop
(same conversation's going on in grappler topic :P)

I'll go get code I guess

Fill(L5,5,0)
8->{L5}
24->{L5+1}
GDB1->C
Repeat getKey(15)
   ClrDraw
   0-({L5}^8)->{L5+2}
   For(N,{L5}/8-1,{L5}/8+11)
      0-({L5+1}^8)->{L5+3}
      For(D,{L5+1}/8-1,{L5+1}/8+11
         If {D*24+N+C}->{L5+4}
            Pt-On({L5+2},{L5+3},{L5+4}-1*8+Pic0)
         End
         {L5+3}+8->{L5+3}
      End
      {L5+2}+8->{L5+2}
   End
   If getKey(41)
      {L5}++
   End

Any visible major unoptimizations?
« Last Edit: December 14, 2011, 05:45:42 pm by epic7 »

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Axe Q&A
« Reply #1197 on: December 14, 2011, 05:42:21 pm »
that works
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline Quigibo

  • The Executioner
  • CoT Emeritus
  • LV11 Super Veteran (Next: 3000)
  • *
  • Posts: 2031
  • Rating: +1075/-24
  • I wish real life had a "Save" and "Load" button...
    • View Profile
Re: Axe Q&A
« Reply #1198 on: December 14, 2011, 05:45:52 pm »
Well, I need to find another way for 24x24s

Putting them into a pic and uploading to calc distorts it :/
Jacobly converted one of my big sprites but I don't want to bother him with another :P
Or if I write down the binary for the 576 pixels then use a hex converter, but 576 seems like a lot :P

You know... its not that hard to write a converter program yourself in Axe.  Say you had 8 24x24 sprites drawn to a pic on your calculator side by side.  Let's convert the Nth picture to a 148 digit hex string in the OS Str1:

:.CONVERT
:.This number can be 0-7 to distinguish the pictures
:0→N
:
:.Read from Pic1 and create the string variable Str1
:Return!If GetCalc("Pic1")→P
:Return!If GetCalc("Str1",148)→S
:
:.Add the size bytes to the bitmap
:Copy(E1818>Hex,S,4)
:S+4→S
:
:.Use N to find the first byte of the picture
:N^4*3+(N/4*288)+P→P
:
:.Iterate through all the rows of the sprite
:For(24)
.Copy the 6 hex digits of 1 row to the string
:  Copy({P}rr>Hex,S,4)
:  Copy({P+2}rr>Hex,S+4,2)
:
.Increment the position in the picture and the string
:  S+6→S
:  P+12→P
:End



« Last Edit: December 14, 2011, 05:48:25 pm by Quigibo »
___Axe_Parser___
Today the calculator, tomorrow the world!

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Axe Q&A
« Reply #1199 on: December 14, 2011, 05:49:02 pm »
Sounds similar to Yeong's program

:Return!If GetCalc("Str1",148)→S
Does that mean there must be a Str1?
Or does that create a str1?

Also when doing a recallpic after loading my pic, it is distorted...
It seems... stretched and makes it demented.
Dimentions 96x64.
« Last Edit: December 14, 2011, 05:52:24 pm by epic7 »