### Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

### Messages - geekygenius

Pages: [1] 2
1
##### Axe / Re: 256=0?
« on: May 04, 2012, 06:32:07 pm »
So, it turns out I forgot to do the {P}^r thingy. It works now! Thanks guys!

2
##### TI Z80 / Re: Legend of Zelda: Link to the Future [name subject to change]
« on: May 04, 2012, 01:58:54 am »
I've got a new name: "Legend of Link: Zelda to the Future"

3
##### Axe / Re: Axe plasma
« on: May 04, 2012, 01:44:15 am »
Wow. Nice. Keep working!

4
##### Axe / Re: 256=0?
« on: May 04, 2012, 01:33:14 am »
I think he meant an 8-bit comparison, not a 16 bit comparison...
He said he wanted it "to return false when A=256 for A=0," which would be sixteen bits (which it already is).

Since you're setting it as a pointer, here's something to keep in mind, if you're not aware of it already: Numbers are stored in little-endian format, which means the first byte is the low byte (the the number modulo 256), and the byte after it is the high byte (the number divided by 256).

So if you're doing something like 1→{°A+1} when A was originally zero, A would now equal 256.

Not sure if that's your problem, but I hope that helps.
I don't get why we can't just have the bytes go in a logical order. Thanks though, I'll look at my program with this knowledge. I can just bit-wise and both bits together if I need to. I will also post my final code when I get done, for anyone else with the same question.

5
##### Axe / Re: 256=0?
« on: May 03, 2012, 10:46:18 pm »
A is being set through a pointer, and it can be set over 256 and get something over 256. Maybe I forgot the little r thingy that goes after the variable to make it 16 bit...

6
##### Axe / 256=0?
« on: May 03, 2012, 10:31:43 pm »
So, I was wondering if there was a way to get a 16-bit variable A to return false when A=256 for A=0. Essentially, how do I force a 16 bit comparison?

7
##### TI Z80 / Re: Calculator Hero
« on: March 26, 2012, 12:02:34 am »
New and final version up! I hope you like it. Its way more fun on a calculator, so make sure you play it on one. Feel free to distribute it to whoever you want. You can modify the code and distribute as long as you say the origonal was written by "geekygenius". Enjoy!

8
##### TI Z80 / Re: Snak'11
« on: March 25, 2012, 01:32:38 am »
Do you type quicker with the extra finger?

9
##### TI Z80 / Re: Calculator Hero
« on: March 23, 2012, 05:18:52 pm »
I should be able to release a final version soon. Hopefully by the end of the weekend! If you like the game, you are free to distribute the final version as much as you like.

10
##### TI Z80 / Re: Calculator Hero
« on: March 20, 2012, 02:13:18 am »
Sounds nice! Was this written in Axe? If not, I think it's in the wrong forum...
This was written in Axe, so this would be the right fourm.
In fact no. I think this shold be moved to the "Z80 -- Axe-Language Projects" section
Shoot. I'm new to the forum, and I've only stayed in this subforum. I don't think I can move the thread though... any staff?

11
##### TI Z80 / Re: Calculator Hero
« on: March 19, 2012, 07:23:45 pm »
Its C in the version Ill upload in a few seconds

12
##### TI Z80 / Re: Calculator Hero
« on: March 19, 2012, 05:32:01 pm »
I didn't look at the code yet so sorry if the question is stupid but are notes random ?
Yes, yes they are.
Sounds nice! Was this written in Axe? If not, I think it's in the wrong forum...
This was written in Axe, so this would be the right fourm.

I should be able to post a better version soon, maybe with a menu and loads of way to change the difficulty. Also, how do you screen cap? I tried screen capping with the Screen Capture software, but it doesn't work.

13
##### TI Z80 / Calculator Hero
« on: March 19, 2012, 02:42:44 am »
I am very proud to present my first Axe game, Calculator Hero! This game is much like guitar hero, but for the calculator. The only way to lose is to run out of points. If you hit a note, it gives you 2 points. If you miss a note, it costs you 7 points. If you hit a wrong note or hit a note early, it costs you a small number of points. The goal of the game is to stay alive for as long as possible. Press the Purple keys at the very top to hit the notes as they pass over the playing zone. As you score more points, more notes come at you, making it harder, and forcing you to lose points. As you get fewer points, less note come at you, so you can recover.

I was play testing while listening to Skrillex, and I found that the notes line up with a dubstep tempo. (135 bpm I think). If you like dubstep, try playing the game with it in the background.

There is also an options menu, where you can change almost every option in the game. I think the descriptions should be detailed enough for you to know what you're adjusting.

-Note, I made myself lose in the end

14
##### The Axe Parser Project / Re: Inverse Cosine of an 8.8 number
« on: March 18, 2012, 09:12:25 pm »
I don't know much about floating point numbers in axe, but maybe try going back to the unit circle.

15
##### The Axe Parser Project / Re: The Matrix
« on: March 09, 2012, 12:55:02 am »
Lol. I want to make this some kind of side project, where I may know how to do something, but I wait until I think of a simple way to do it. Hopefully, it will have individual lines of scrolling text going downwards, but I might invest in a vertical statement somewhere...

Pages: [1] 2