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Messages - ACagliano

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826
Axe / Re: A little help
« on: April 08, 2010, 12:31:05 am »
First, @meishe91, I'm flattered that you cited me as a reference.
Second, a pointer is a value that points to an offset in memory.  For instance, a pointer with a value of 10 points to the 10th byte (actually, it points to the 11th byte because it is zero-indexed, but lets say that it points to the 10th byte for now).  If that place in memory contains code, you can use a pointer to say, "execute this code."  If that place contains data, then you can say, "look at this data."  Code and data look the same in memory, the only difference being that executing data may accidently in your RAM.
Third, here is how applys to Axe, for methods and code:
Code: (Axe Basic) [Select]
ClrHome
sub(SH
Return
Lbl SH
Disp "Hello World!"
When Axe compiles, it saves the location of Lbl SH in the first run.  By location, I mean that it saves offset from the beginning.  So, if SH comes 10 bytes from the beginning, it remembers that SH is 10 bytes from the beginning.
The, it hits the "sub(SH" line.  It says to itself, "hey, I know where that is!  It's 10 bytes from the beginning!"  So, it tells the output program to jump to 10 bytes from the beginning, and come back when it's finished.

With storing data, it works the same way.  If you have:
Code: (Axe Basic) [Select]
[0102030405060708->Pic1
Pt-On(0,0,Pic1
Axe remembers that Pic1 points somewhere, and then supplys that location to the Pt-On command.

Questions?

On that, no. I think I can do that. My difficulty arises when I want to say... take Pic1 (above) and place it in an AppVar for use by the program in subsequent run. What I'm essentially inquiring about is the conversion from appvar to pointer and back again, without screwing up the data.

And, do all values for pointers have to be in hex?

827
Axe / Re: A little help
« on: April 08, 2010, 12:26:33 am »
Ok. Now, I am done with all of the in-game variable manipulation. All thats left is to create the array, do sprites for the three starting pokemon, a sprite for the computer's enemy, do the actual battle system, then the saving to the AppVar. I got my work.

828
Axe / Re: A little help
« on: April 07, 2010, 11:40:10 pm »
It helps a little thanks, but it still leaves the part of knowing how to use Axe's commands. I will definately use an array for the reference.

829
Axe / Re: A little help
« on: April 07, 2010, 11:25:38 pm »
Not taken as rude at all.

Maybe I'll read up on pointers online. It may help.

Edit: Yeah right. Search--"Using pointers in assembly". First result-- "Purchase a laser pointer for 4.99".

830
Axe / Re: A little help
« on: April 07, 2010, 11:16:06 pm »
It doesn't necessarily need to be Quigibo who has to do it. There are a lot of people here who could explain it in great detail. Personally, I would do it if I knew more about them (and Axe in general).

Well, it seemed, Quigbo would be best, as he programmed the commands and knows their intricate workings.

831
Axe / Re: A little help
« on: April 07, 2010, 11:06:47 pm »
To Quigbo: I'm sorry. This is like the 15 millionth time I've asked this question. Can you write up for me a full detail on how to use the pointers commands to store the data between two places and how to access individual parts of the data as you would a list. If you can explain this, I think I may not need anymore help. Thanks

832
Axe / Re: A little help
« on: April 07, 2010, 07:48:21 pm »
Sorry. I keep doing that.

1. No, I didnt have backups, but now im doing it on my computer and using Wabbitemu to test.

833
Axe / Re: A little help
« on: April 07, 2010, 07:41:30 pm »
I just learned the hard way never to code, in Axe, a loop that repeats and test it without an escape key. Time to start over. S@%t.

834
Axe / Re: A little help
« on: April 07, 2010, 06:43:39 pm »
Ok. Now, I see the commands for writing to and from pointers, but I'm not exactly sure how to use them or how to get the right bytes. In the TI-Basic version, I had a list containing the following terms:
LP1:

(1): Tackles remaining (max value-200)   
(2): Attack 2 remaining (max value-200)
(3): Attack 3 remaining (max value-200)
(4): Attack 4 remaining (max value-200)
(5): Current HP (max value-70)             
(6): Max HP (max value-70)
(7): Current Level (max value-20)
(8): Current Experience Points (max value-1000) ****
(9): Potions Owned (max value-50)
(10): Money Owned (max value-1000) *****
(11): Pokemon Owned (max value-3)

Please can someone tell me how to move this data between the appvar POKE and memory location named anything, preferably a list. I will definiately screw this part up.

835
The Axe Parser Project / Re: Bug Reports
« on: April 07, 2010, 03:25:24 pm »
The bad symbol is somewhere in your code, not in the header.

Ok. Your right.

836
The Axe Parser Project / Re: Bug Reports
« on: April 07, 2010, 03:17:12 pm »
And, in your later version, to give a custom name, I open with

.ZPOKEMON
program here

And get Err. Bad Symbol

837
Axe / Re: A little help
« on: April 07, 2010, 02:21:39 pm »
Ok. Cool. I should be pretty set now, outside of a few questions about sprites:

Is it possible to do a larger than an 8x8 sprite, using the current commands?

And, if I need to write data to a memory location where the integer is larger than 255, it gets more complex. What is the procedure for that?

Edit: And What are the getKey codes Axe uses.

838
Axe / Re: A little help
« on: April 07, 2010, 02:15:04 pm »
After you select the name of the appvar, immediately unarchive it.  Then, when you try to do getCalc() you're sure that if it existed, its definitely in RAM and so it only returns 0 if it doesn't exist.

To write data, you have to store the pointer that is returned by getCalc() either in a variable or in RAM.  Then you read and write to that location as if it were any other RAM location.  The same way you would do 100->{L1+6}  You can do 100->{A+6} if you stored the appvar pointer to A.

Thank you. So much. I was having a migraine. But, if I run unarchive on an Appvar, it wont throw an error if it doesnt exist?

839
Axe / Re: A little help
« on: April 07, 2010, 01:13:40 pm »
Now, I am trying to test for the presence of the program's storing appvar (POKE). Now, the documentation says GetCalc() returns 0 if not found OR Archived. How do I determine which so the program can enter install if not found, or just unarchive if archived.

And how do I store data to the appvar and recall it later.

840
Axe / Re: A little help
« on: April 07, 2010, 12:48:12 pm »
This worked...

Output(0,0,"Pokemon
With no closing Quote (Err: Bad Symbol) or Closing Parenthasis (the parenthasis is displayed)


Can an Axe Parser program archive itself?

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