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Messages - Aichi

Pages: 1 ... 18 19 [20]
286
Axe / Re: Holding variables in program data
« on: October 02, 2010, 07:35:28 am »
@ Runer
Yes, Im compiling my axe code to an app. :/

@ zrtrumpet
I got RAM Clears, when I used the second routine part. Can I also overwrite GDB1 in an app or is it just possible in programs?

Edit: It works without app shell. I will look for another way to hold variables in my code.

287
Axe / Re: Need help by storing and loading something from free RAM
« on: October 01, 2010, 04:37:32 pm »
@ ztrumpet
Thanks for the laud. ^^
You dont need  move the last posts from here.
I will post a new thread when I release the Beta version soon.
Regards,
Aichi

288
Axe / Holding variables in program data
« on: October 01, 2010, 02:16:48 pm »
Hey Omnimaga Community,
Is there a way to hold variables directly in the program by using Axe?
Its something that is used in Pheonix to store highscore values and strings.
Actually Im using application shell for my game.
Regards,
Aichi

289
Axe / Re: Need help by storing and loading something from free RAM
« on: September 30, 2010, 09:47:21 am »

Hope it isnt a problem if I post a project progress screen in this thread. :P
Regards
Aichi

290
Axe / Re: Need help by storing and loading something from free RAM
« on: September 26, 2010, 01:16:06 pm »
I put the 'H*3' to the front and that solved the problems.
Thank you guys! ^-^

291
Axe / Re: Need help by storing and loading something from free RAM
« on: September 26, 2010, 12:37:12 pm »
@ _player1537
Better? :)

@ Deep Thought
It would be nicer, if the shoots on the screenshot do not activate by themself. :)

Edit:
@ quidgetx
The shoots will be deleted, if position y of a shoot reaches 0 (On start of Lbl G).
But Im wondering about the main problem: The shoots appear without shooting (getkey=54) and move back one pixel on X per frame. ._.

292
Axe / Need help by storing and loading something from free RAM
« on: September 26, 2010, 12:10:35 pm »
Hi Omnimaga Community,
I'm working on my first Axe prog. I started it as the Axe example AXESDEMO
and added a shoot and pause feature, but there is some trouble by
storing new shoots into into L1 (savesscreen).
Code: [Select]
ClrDraw
DrawInv
For(A,0,63
sub(D
End
L1->B
For(H,0,29
0->{B+H}
End
ClrHome
43->X
Repeat XøX
sub(D
sub(U
DispGraph
sub(U
If getKey(2) and (Xø1
X-1->X
End
If getKey(3) and (Xø87
X+1->X
End
If getKey(54) and (T=0
For(H,1,9
!If {B+3*H}
1->{B+3*H}
X->{B-1+3*H}
55->{B-2+3*H}
15->T
Goto G
End
End
End
Lbl G
T=0+T-1->T
For(H,1,9)
If {B+H*3}
{B-2+H*3}-1->{B-2+H*3}
!If {B-2+H*3}
0->{B+3*H}
End
End
End
If getKey(55)
Fix 3
Text(37,19,"Pause
Text(20,26,"ENTER) CONTINUE
Text(27,33,"CLEAR) QUIT
Repeat getKey(9)
If getKey(15)
Goto Z
End
End
End
End
ClrDraw
ClrHome
Return
Lbl D
Vertical +
If rand^16
Pxl-Off(rand^96,1
End
Return
Lbl U
Pt-Change(X,55,Pic1
For(H,1,9)
If {B+H*3}
Pt-Change({B-1+H*3},{B-2+H*3},Pic2)
End
End
Return
Lbl Z
Fix 0
What happened:

Does anyone know where my mistake is?
Regards,
Aichi

293
The Axe Parser Project / Re: Features Wishlist
« on: September 25, 2010, 12:06:53 pm »
It will be nice if you create a Framerate feature, what makes possible, that you can choose a  FPS value for every loop.
The prog waits at the end of the loop until the value is reached.
It will be helpful for loops, which have differently fast frames, for example by a space shooter, that would have lags by to much active objects.

294
The Axe Parser Project / Re: Memory Size of compiled programs
« on: September 25, 2010, 10:36:24 am »
@ ztrumpet
Thanks. Looks like Axe is the better choose.
Is it also possible to compile to a 32KB app?
Then I must not think about needed mem.

295
The Axe Parser Project / Memory Size of compiled programs
« on: September 25, 2010, 09:34:37 am »
Hi Omnimaga Community,
I wanted to learn the ION included z80 Assembly language but I'm unsure since I found Axe Parser. It's an amazing language! Asm is faster than Axe Parser, but that, what I want to create, dont need so much Framerate. My project will be a pokemon game without round-battles, but Fights like Super Smash Bros. Brawl (Nintendo Wii).
That will be take much memory (for the sprite data, map data etc), so my question is, wether Axe Parser compiled programs needs much more memory size than Asm progs.
Regards,
Aichi

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