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Messages - awalden0808

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Axe / Re: Displaying only a portion of a string?
« on: February 02, 2013, 04:00:05 pm »
As you describe it, it seems that you only can use a custom text routine. Let's say that S is the offset to the starting letter, E the offset to the ending letter and A the address of your appvar :
Code: [Select]
:While S<E
:Disp {A+S}>Char
Of course, it can be optimized.

EDIT : I don't remember if this automatically goes to the next line if the right of the screen is reach ...
I did this, but it wasn't working... Maybe my files were corrupt or something. Something happened, because I checked the source file and the strings actually appeared in the source file, when they should only be in the appvar... I'm gonna clean things up again and see if I can get this to work.

And so I don't lose anything, I'll use Wabbit and TokenIDE instead of trying to manage with the calc.

Axe / Displaying only a portion of a string?
« on: February 02, 2013, 03:38:53 pm »
So, I have two appvars. One contains a long string of words - a string of strings. The other contains, in order, the location of each string relative to the string appvar's pointer. How can I display one of those strings if I have where its first letter is and where its last letter is? I'm having trouble with this...

Grammer / Re: Grammer Q&A
« on: April 07, 2012, 12:52:01 pm »
That is weird, do you have a screenie and some code?
I tried to recreate it but it doesn't seem to be happening anymore. I'll keep working with it and if the problem comes up again I'll take a GIF of it.

Btw, I should make a game called Zello. It looks REALLY nice in Doors with that font. I don't know what kind of game it would be, but it just looks so good...

Grammer / Re: Grammer Q&A
« on: March 29, 2012, 08:09:30 am »
Alright, new idea. It might play out, it might not. I think instead of using appvars I want to use programs. This would make outside editing a lot easier. Maybe even allow for a BASIC level editor. Also, I want to be able to see what the program is doing in terms of data editing, so I can understand it. Otherwise, it's just happening and I can't see it happen, I just have to trust that it's working. I think I'll start with the programs for now, and unless you think appvars are faster I'll keep on using them.

(Started playing around with Send( and Get( with programs, and when I make a program with 768 bytes, and look at it in the PRGM menu, the menu is kind of messed up. I scroll up to see the bottom of the page, and the first programs' names overlap the last ones... Otherwise it's working fine. Question marks all the way through, so must be stored as token data!)

Grammer / Re: Grammer Q&A
« on: March 26, 2012, 10:10:17 am »

Finished the title screen. I'll show this off wherever I can because I'm super proud of it. ;D

The code for drawing it is a monster, though. So many lines! :O

TI Z80 / Re: [axe] 2D minecraft game
« on: March 26, 2012, 10:06:19 am »

That title screen looks AWESOME!!!!!!!!!!!!!
I know... I'm really surprised with how it turned out. I took an actual screenshot of the title from Minecraft, cut it and shrunk it down to 96x64 in Paint, then spent like 3 hours drawing it out in code. It was fun, and really easy since the pixel coordinates in Paint work like the pixel coordinates required to draw lines in Grammer.

Sometimes I just run the program so I can stare at my title screen and play with the menu. It's probably the most aesthetically pleasing thing I've done on my calculator.

Wish I would have centered the title better. It's a bit off since my cut wasn't exactly symmetrical. I hate asymmetry... >:(

TI Z80 / Re: [axe] 2D minecraft game
« on: March 26, 2012, 09:01:22 am »
I'm building one, too, but in Grammer! I'm not doing grayscale (at least not yet...), and currently working on using appvars for levels as well. I've got a ways to go with that, but here's what I have so far (just using a separate buffer to store the blocks on, recalling the buffer like you would a tilemap, then drawing the player over that):

After I've got appvars implemented and variable level size (user can input desired level size, within RAM limitations), I'll look at speed and also prioritize actions (block placing is a bit slow, probably because it's farther down in the code). Maybe even do a complete reconstruction of the game, because that always helps for some reason.

Did you use a sprite for your player? Seems a bit stalky...

Grammer / Re: Grammer Q&A
« on: March 26, 2012, 08:38:31 am »
Question: For tempprogs will I have to keep copying the appvar to them before I read them, or do they stay there while the program is running?

Grammer / Re: Grammer Q&A
« on: March 25, 2012, 07:59:58 am »
I'm gonna get back into working on this. First I want to make a title screen so it looks all purty, and make a feature that generates an empty level tilemap and the tile set along with it, if they do not exist. That'll be a New Game, and Load Game will only appear if the two variables exist.

Just need to know how I could generate the two files in game. I guess assume I'll have the tile set at Lbl "TILESET, and I just want a tilemap variable with all tiles being the first tile. And in case I didn't say tile enough:
Code: [Select]
:While "Tile"="Tile"
:Disp "Tile

I'll also eventually have an options screen where you can change the size of the generated levels, and eventually choose to have randomized or flat levels! :O

Grammer / Re: Grammer Q&A
« on: March 15, 2012, 06:58:33 am »
I'm aware of that. I might have lost the program because I was being really careless in my exiting of Doors. I don't like to wait, so I press the clear button about a thousand times before Doors closes. :P

But the problem might have been with the temporary programs. I'll try rewriting the code and adding a Delvar function for both temporary programs at the end, or even changing the names to something better.

Grammer / Re: Grammer Q&A
« on: March 14, 2012, 07:01:29 am »
I'll rewrite the code and see if the problem persists...

Grammer / Re: Grammer Q&A
« on: March 13, 2012, 04:32:09 pm »
Hmmm... I don't know what happened, but at first the tilemap works fine. I have a blank level and I can run around on it. However, when I reopen the program after I've run it once, it doesn't work. I have to do a RAM clear to get it working again. I'd send you the program, but I spontaneously lost it. I edited it in Doors, closed out of Doors, and I couldn't find it. Luckily I have a backup of the original that I uploaded, and the tilemap data is intact.

Also, give me a quick tutorial on grayscale. I think I want to have a background so you can have a sense of where you are in the level.

Grammer / Re: Grammer Q&A
« on: March 13, 2012, 06:57:54 am »
Adding 4 worked! Thanks much! :D

Grammer / Re: Grammer Q&A
« on: March 12, 2012, 05:29:18 pm »
So if I wanted to copy it to a real var, would I leave out the prefix? Would it just be:
Code: [Select]
...assuming V is the variable I want to put it into?

If that won't work, then how would I read the tempprog like I would a normal real variable? Do I just store the pointer into a variable for reading it?

Also, my sprite data didn't seem to work across the sprite editor to the map data. When I use the tile editor it seems to have shifted all of the sprites up 4 rows, so I have two halves of two different sprites as one sprite...

Grammer / Re: Grammer Q&A
« on: March 12, 2012, 04:21:16 pm »
You didn't complicate things! They make a little more sense now!

Okay final question (I think). Can I read from archived appvars? Or will I need to the unarchiving command to unarchive it before I read it?

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