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Messages - waggyner

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1
Axe / Re: Axe Parser List issues
« on: July 01, 2014, 05:28:55 pm »
The curly bracket operator {addr} only returns the single byte at the address you want. Each element of the array ("list") is one byte large, so it can store numbers from 0 to 255.


oh. thank you!

2
Axe / Re: Axe Parser List issues
« on: July 01, 2014, 05:00:56 pm »
say i store 4 numbers to L1
1->{L1+0}
2->{L1+1}
3->{L1+2}
4->{L1+3}


and then said
if {L1+2}=3
do code


wouldn't the calculator return '34' because its starting at position 3 and continuing?


also would there be any problems when storing 2 digit numbers to L1?
25->{L1+1}

3
Axe / Re: Axe Parser List issues
« on: July 01, 2014, 02:13:59 pm »
such as... L1-L6.

The area pointed by L1 for example is 768 byte large. Probably enough for your uses. You can do 1→{L1+0} and 2→{L1+1} for example, or 512→{L1+0}r and 1024→{L1+2}r.


how would i check values later? for example checking the second position of L1?

4
Axe / Axe Parser List issues
« on: July 01, 2014, 01:04:48 pm »

I'm making an RPG like game game and I was thinking I could store the character stats as a list. I know I cannot use L1-L6 so I was just planning on making a custom list.
The problem is that axe says there is a token issue when compiling the code. I know I could use lists in basic but did axe change the way lists work?


In the code I had
{1,2,3}->LTEST
(that is the list L not a capital L)

5
Axe / Re: Axe Parser Picture Issues
« on: June 22, 2014, 07:50:54 pm »
Thank you all for your help. I finally have the picture displaying correctly. ;D

6
Axe / Re: Axe Parser Picture Issues
« on: June 21, 2014, 09:57:33 pm »

Thanks for the help. I didn't know how to use the bitmap command.
It now draws the picture correctly but it has a lot of random shading at the top and a few pixels at the bottom that are not in the hex.
Is there a problem with Axe and outputting for DoorsCS?


I attached the new code as well.

7
Axe / Axe Parser Picture Issues
« on: June 21, 2014, 05:43:45 pm »

I'm trying to make a game and I know I'm going to need more than the 10 pictures the calculator offers me so I thought if I convert the whole pic into hex and then display it, it would work.


Well its not working. The calculator is only graphic half the image and parts are messed up. I know my hex code is correct and I'm pretty sure the way I've set it up to display is correct so I don't know what the problem is.


I've include my source code and what the pic is suppose to look like if it was successful. Please help me out.
If you know a better way please give me an example and don't just say how to do it. Thanks

8
TI Calculators / Help me out. I need more variables
« on: June 15, 2014, 11:49:53 am »
I'm trying to make a game on the 84+ with axe parser but I'm coming close to running out of variables. Is there a way to get more variables than the 26 letters?
I have tried to store numbers as strings but  that doesn't seem to let me change the value once it is initially set.


If anyone knows a way to get more than 26 non static variables please tell me

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