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Messages - lafferjm

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1
The Axe Parser Project / Re: The Axe Pages
« on: April 20, 2010, 08:48:07 am »
Yeah, the doc probably has some errors, I rushed through it.  What did you find exactly?  Grammar error?  Spelling?  Broken source snippets?  Hopefully not misinformation...

Im still working on listing them, but most of the errors had to do with the pong game.  I noticed for instance that you stored both pong and score to string1 but later on tried to display string1 and 2.  Just little things like that.

2
The Axe Parser Project / Re: The Axe Pages
« on: April 19, 2010, 05:36:00 pm »
I hate to be the bearer of bad news, but I noticed some errors which I will point out later.  Also, not so bad but kinda funny, the pong program in the included examples is fun to play but it needs to be slowed down a bit :)

3
Axe / Re: A little help
« on: April 17, 2010, 08:26:08 pm »
Alright thanks.  I thought that just B itself would compare it to 1, not zero.  And thanks for that frac optimization as well.

4
Axe / Re: A little help
« on: April 17, 2010, 07:35:07 pm »
That fixed most of the problem but I still can't get the rest right.  I am trying to create a routine to get text input from the user and each value corresponds to a letter in the alphabet.  Right now the code I have looks like this:
Code: [Select]
.D
DiagnosticOff
[0102030405060708->GDB1
For(A,0,7
{A+GDB1}->B
If B
Disp "A"
End
If B=2
Disp "B"
End
If B=3
Disp "C"
End
If B=4
Disp "D"
End
If B=5
Disp "E"
End
If B=6
Disp "F"
End
If B=7
Disp "G"
End
If B=8
Disp "H"
End
End
The output is correct for the most part, but it looks like the following:
Code: [Select]
AABACADAEAFAGAH

5
Axe / Re: A little help
« on: April 17, 2010, 05:17:41 pm »
Alright I was wondering.  Suppose I had the following in my code:
Code: [Select]
[12345678->GDB1

How would I access each number seperatly?  I have tried:
Code: [Select]
{GDB1}->A

For the first element, and
Code: [Select]
{1+GDB1}->AFor the second element but it doesn't work.

6
Axe / Re: [Tutorial] Tilemaps in Axe Basic
« on: April 15, 2010, 10:10:44 pm »
It works now, thank you.  Now to go over the code and see why it works.

7
Axe / Re: [Tutorial] Tilemaps in Axe Basic
« on: April 15, 2010, 09:05:07 pm »
I think its becasue you forgot to close the parenthesis on {J*2+I+GDB1}→A

Remember, parenthesis matter when storing to variables.

Tried doing that and it still didn't work.

I loaded the last code in Sourcecoder, saved, opened in Wabbitemu, making sure the code was intact, compiled fine with latest Axe version, and when running Asm(prgmB it just says Done

Don't forget the DispGraph at the end.

8
Axe / Re: [Tutorial] Tilemaps in Axe Basic
« on: April 15, 2010, 07:18:18 pm »
It still isn't working, it is the same thing as before just on a smaller area of the screen.

9
Axe / Re: [Tutorial] Tilemaps in Axe Basic
« on: April 15, 2010, 05:44:14 pm »
Still didn't work.

10
Axe / Re: [Tutorial] Tilemaps in Axe Basic
« on: April 15, 2010, 05:26:18 pm »
Code: [Select]
:.B
:[1111→GDB1
:[1001
:[1001
:[1111
:[FFFFFFFFFFFFFFFF→Pic1
:ClrDraw
:For(I,0,7
:For(J,0,8
:{J*9+I+GDB1→A
:A^16→B
:A/16→A
:If A
:Pt-On(I*14,J*8,Pic1+A-8
:End
:If B
:Pt-On(I*14,J*8,Pic1+B-8
:End
:End
:End
© Copyright 2000-2010 Cemetech & Kerm Martian :: Page Execution Time: 0.234438 seconds.

11
Axe / Re: [Tutorial] Tilemaps in Axe Basic
« on: April 15, 2010, 04:17:49 pm »
I am having problems with this.  I type in everythng as you have it except for the J*7 part since i am using 8x8 sprites.  I changed it to J*8 on both lines, and then for my sprite added this after the tilemap:
Code: [Select]
[FFFFFFFFFFFFFFFF->Pic1
It does fine except at runtime.  The sprites are unaligned and everywhere on the screen, and where there should be a blank space it is something completely random.  If I can figure out how to post a screenshot i will do so.

Edit:  Pic is below as an attachment so i guess that will work.

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