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Messages - Downsider

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1
Axe / Re: Framerate limiter?
« on: February 03, 2011, 01:14:12 am »
I could easily write one myself if Axe has an accurate clock function, does it have one that returns a time value accurately?

2
Axe / How should I store levels?
« on: February 03, 2011, 12:40:02 am »
Okay. In my game, I currently store levels in 1024 bytes of data, making a 32x32 level. I store it like this:

[0101010101010101010101010101010101010101010101010101010101010101]
[0101010101010101010101010101010101010101010101010101010101010101]
...
[0101010101010101010101010101010101010101010101010101010101010101]->GDB0

The problem with this is that some tiles are destructable and it modifies GDB0's data directly. How can I have GDB0 reload from what I set it to when I launch the game again or when the player dies? Currently, the destroyed tiles stay destroyed, unfortunately.

3
Axe / Re: Framerate limiter?
« on: February 03, 2011, 12:33:58 am »
Are you familiar with interupts?  Try putting a Stop statement, and set the interrupt for a specific frequency.

If you are looking for the non-interrupt method, might I know why your code runs at so many different speeds?  If we can figure out that, it will most likely work a lot better than the interrupt method.

Well, some scenes in the game are more intensive than others. That's all. And when you stand still, since the map isn't scrolling, it runs significantly faster, and I'd prefer that the enemies, bullets, etc around you didn't also move faster, so to combat that, I want to lock the framerate.

4
Axe / Framerate limiter?
« on: January 30, 2011, 02:47:55 am »
I'd prefer my game run at a constant framerate rather than jumping around, so I'm willing to lower it to a constant 20 FPS to prevent that. Does anybody konw how to set up a framerate limiter in Axe?

5
Casio Calculators / Re: My letter to casio -- read before I send!
« on: December 09, 2010, 06:06:51 am »
Aren't HP calcs pretty good for development too? My friend showed me them the other day; they seemed powerful, and had a C and ASM compiler and I saw some games online for it as well.

6
Axe / Re: 4-level grayscale sprite editor
« on: November 27, 2010, 09:02:34 pm »
wow  :D

7
Axe / Re: 4-level grayscale sprite editor
« on: November 24, 2010, 08:18:01 pm »
Well done! Works excellent. This will be a huge, huge use to me in the future  :D

8
Axe / Re: Drawing flipped sprites.
« on: November 20, 2010, 11:28:50 pm »
It's feasible, but not with Axe. It would have to be assembly. You could put the hex in an OS string, though.

Definitely needs support for that string output. Would be unparalleled in terms of graphics tools if it was done in that way.

9
Axe / Re: Drawing flipped sprites.
« on: November 20, 2010, 06:52:27 pm »
I compiled it myself. I even looked through the source, as you did, to ensure there was nothing that would do something like that.

I have no clue where the G: prompt comes from, and it's fucking annoying, because I feel so powerless; I'm forced to click yes or no, and regardless of which I click, it gives me the two horizontal line dots  ::)

I don't think it's your fault; I'm going to try resetting the beast completely. And yeah, I figured out how to get monochrome output from your editor too.

And just wondering.. Does anybody know how to get the output from Runer112's sprite editor? It seems like a great tool, but I've no clue how to get the output from it without manually copying down the hex on the bottom..

10
Axe / Re: Drawing flipped sprites.
« on: November 20, 2010, 05:42:03 pm »
Been running into a ridiculous amount of RAM resets..

After running the 8x8 sprite editor from here, I encounter one of two errors:

1) Bad address. Lets me quit without a RAM reset.

2) It shows:
  G:
     1) No
     2) Yes

Clicking either results in a screen with two series of horizontal dots, one above the other, and pressing any button after results in a RAM reset. RAM resets are EVERYWHERE.

Is it the firmware version I'm using? The frequency of them has gotten ridiculous..

11
Axe / Re: Drawing flipped sprites.
« on: November 20, 2010, 12:57:12 pm »
Brilliant! Thanks!

This is quite honestly one of the greatest things I've ever stumbled upon; no longer bored in class, perfect! :D

12
Axe / Drawing flipped sprites.
« on: November 20, 2010, 12:48:12 pm »
Hey, guys, first post here. Love the Axe parser, I always wanted to write ASM on the calculator itself, and this is the closest thing I can get. Well done!

Anyway, got a few questions to throw at you guys.

1) Flipping/rotating a sprite. How can I do this? Would be incredibly useful..

2) In drawing a sprite larger than 8x8, do you need to use multiple calls to pt-mask or pt-on? That's how I've been doing it, calling it multiple times, incrementing the X and Y values and the data pointer.

And finally, I get so many RAM resets it's incredibly annoying and makes me lose an awful amount of work.. Is there a way to put something in both the archive and RAM at the same time? Otherwise, I'm terrified to edit anything whatsoever..

Thanks in advance!

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