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Messages - Dvorak227

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1
Axe / Re: Axe Q&A
« on: February 12, 2012, 08:07:47 pm »
well, it's not crashing, but I don't think it's working either...  Now is this one my fault?

EDIT:  Downgraded to 1.0.4 for now, appears to be working.  Thanks for the help, all :)

2
Axe / Re: Axe Q&A
« on: February 12, 2012, 07:07:42 pm »
That was fast, thanks ZippyD.  Although I don't know what he is talking about specifically.  Glad that it was noticed.  Would downgrading to axe 1.0.4 work as a temporary fix?

@ DJ_O:  I hope to with my current project, but methinks you should give it another try!

3
Axe / Re: Axe Q&A
« on: February 12, 2012, 06:36:57 pm »
Hey thanks! But I don't think I'm that good yet.

4
Axe / Re: Axe Q&A
« on: February 12, 2012, 06:27:22 pm »
hmm...  that is the way I thought it worked, but am I copying to addresses before L1?  Replacing the variables with numbers:

Code: [Select]
copy(95+L1,107+L1,96)r

As I understand it, or as I don't understand it, from location 95+L1-95 to 107+L1-95 is the last write the command performs.  But least it crashed for you too (I'm not crazy! :w00t:)

5
Axe / Re: Axe Q&A
« on: February 12, 2012, 05:49:52 pm »
Code: [Select]
12->SizeX
8->SizeY
copy(SizeX*SizeY->P-1+L1->N,N+SizeX,P)[sup]r[/sup]
Fill(L1,SizeX,2)

What I want it to do is shift the tilemap data at L1 SizeX bytes to the right.  It doesn't appear to do this... and exiting after running this bit of code in my program causes the home screen to glitch up (it displays input characters not where they should be, if it displays them at all), until I enter and exit a selection menu (like the program menu).  Some of my other attempts at it have resulted in ram clears :(  The screen does not glitch if that code is commented out.  What is going on? ???

6
Axe / Re: Axe Q&A
« on: February 12, 2012, 03:05:51 pm »
I've been having some* trouble with the copy command.  At least I think it's the copy command.  Does it have any bugs or quirks that would cause unexpected behavior?  like not being able to use it in a subroutine, or use custom named variables within the command, etc? 

7
Axe / Re: Axe Q&A
« on: February 10, 2012, 06:56:08 pm »
*facepalm*  Didn't see that command there!  Sorry for the bother :-\

8
Axe / Re: Axe Q&A
« on: February 10, 2012, 06:40:55 pm »
The copy command, it doesn't perhaps work to shift data, like one byte over, does it?  Probably have to make a temporary copy, no?

9
Axe / Re: Axe Q&A
« on: February 09, 2012, 09:12:37 pm »
Ah yea, I didn't think of that alternative.  A sprites apparent speed was being affected by code run during a key press.  I think I'm going to want to use L2 for data, so I'll see how this option works out.  Thanks for the help :)

10
Axe / Re: Axe Q&A
« on: February 08, 2012, 07:53:27 pm »
Thanks, I'll see what they can do. :) Another thing I was wondering was if there is a way to access the calculators clock and use that as a means of timing, freeing up L2's dataspace. Is there a reference-able-by-pointer clock variable somewhere?

11
Axe / Re: Axe Q&A
« on: February 07, 2012, 10:01:40 pm »
What is the most convenient way to time events in axe?  Like with the timing of framerate and keypress functions.  I guess what I am asking is is there a means of timing which is independent of the program, that is, is not slown (slowed?) down or sped up by varying amount of code to be executed?

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