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Messages - Aichi

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31
TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 10, 2011, 12:32:31 am »
It's compiled for Ion. It works for me with Calcutil 2.021 on a TI84+ 2.55MP though.

32
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: June 08, 2011, 03:56:15 pm »
I'm looking forward to new progress. :)
I hope Escheron gets finished someday; it looks impressing. I'd love to play it.^^

33
TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 08, 2011, 12:34:52 pm »
Wow. This game is hard.

You'll be able to take along weapons in next levels, so if you start at level 1 you would probably have every weapon during level 5. That makes it quite easy. :)

34
Axe / Re: Fast scroll to bottom of code editor
« on: June 08, 2011, 09:51:30 am »
That's a great tool, Deep Thought. :D Too bad that it doesn't work together with DCS7. Or is it just me?

35
Axe / Re: Text Data
« on: June 06, 2011, 01:18:52 pm »
And off-topic: Is each color in a separate image or does the script itself tell you what color to add?

There are about 12 pre-recolored pictures. PHP randomly picks one of them.
Recoloring directly through PHP would be quite awkward.

36
Axe / Re: Text Data
« on: June 06, 2011, 10:57:41 am »
Okay but I wasn't wondering about the size but the number: does the TI have more than 200 names of pointers ? (offtopic: how do you do to make your avatar color changing  :hyper: ?)

The TI OS doesn't support that much pointers, but Axe Parser does. You can use Gbd08A as a pointer for example.

The random color is generated through PHP. :)

37
Axe / Re: Text Data
« on: June 06, 2011, 10:49:16 am »
Yeah, I think you have to type in all 200 pointers by yourfelf, but notice that setting a pointer won't affect the size after compiling. Axe Parser replaces the pointer usages with the real data locations in the program plus 9D95h, so you don't have to spare on setting pointers.

38
Axe / Re: Text Data
« on: June 06, 2011, 09:46:32 am »
aeTIos, it stores the pointers to get all pointers in a list and work more efficient with it, it doesn't store the same strings of course. :P
Pointer list are extremly useful in some cases.

39
Axe / Re: Text Data
« on: June 06, 2011, 07:54:20 am »
Code: [Select]
"Text 1" -> Str1
"Txt2" -> Str2
"T 003" -> Str3
Data(Str1r,Str2r,Str3r) -> Gbd0
ClrHome
rand^3 -> A
Output(0,,{A*2+Gbd0}

Did you mean that?

40
Axe / Re: Axe Q&A
« on: June 05, 2011, 05:21:48 pm »
Hm, strange, I've tested this:

Code: [Select]
.T
ClrHome
For(F,0,500)
If (Fsub(A)) - (Fsub(B))
Output(0,,F>Dec
End
End
sub(A)
+4 / 8
Return
sub(B)
/2/2+1/2
Return

And the screen stays white, so /2/2+1/2 is really equal to +4 / 8 for Axe Parser,
but /2/2+1/2 continues being not working (that seems to sound terribly for people who can actually speak correct english :P) in the code of my real project. It seems that any section of my code affects the collision routine.
I will use * 64 + 256 / 512, that works fine. :)

41
The Axe Parser Project / Re: Which Axe version do you use?
« on: June 05, 2011, 02:51:27 pm »
I'm still using 0.5.2 since I'm not sure if all bugs that Runer112 metioned are already fixed

42
Axe / Re: Axe Q&A
« on: June 05, 2011, 02:28:24 pm »
Axe does automatically round off numbers by dividings. That causes a difference between X + 4 / 8 and X / 2 / 2 + 1 / 2.
* 64 + 256 / 512 seems fine though, thanks. :)

43
TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 05, 2011, 09:53:37 am »
I've finished the fifth level and wanted to record a screenshot, but there isn't actually any emulator that works for me.
So play it by yourself. :P

Size: 13749 byte
Shell: Ion (works with mirageOS or doorsCS too
Compatibility: Only 15 Mhz

44
Axe / Re: Axe Q&A
« on: June 04, 2011, 06:03:24 pm »
 O.O
That's epic, Runer. I would have never be able to come up with those things.
Does your collision routine affect the speed as well? Speed has more priority than size for me, at least in these cases.

45
Axe / Re: Axe Q&A
« on: June 04, 2011, 02:01:07 pm »
Wow, thanks a lot, Deep Thought. :O

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