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Messages - C0deH4cker

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61
The Axe Parser Project / Re: Features Wishlist
« on: January 23, 2012, 05:29:02 pm »
the Pt-On() with the inline data works because whenever you use a data command (such as "", [], or Data() ), the command returns a pointer. The Pt-On() command's third argument accepts a pointer, so that is why it works.  However, when you say A+[XXXX]->A, all youre doing is adding the pointer to the data to A. You could do this: {[06A9]+1}->A, which would store $A9 to A.

62
WabbitStudio Software Suite / Re: Wabbitemu on Android
« on: January 23, 2012, 05:22:01 pm »
How possible is an iOS build of this?

63
The Axe Parser Project / Re: Bug Reports
« on: January 20, 2012, 11:18:02 am »
And that's reading from flash ROM, not RAM.

64
TI Z80 / Re: Zombie Gun
« on: January 20, 2012, 11:14:36 am »
Maybe you could add the houses to the background, so that whenever the guy goes in front of a house and presses up he goes in and loots the house, just like in the original Zombieville USA.

65
TI Z80 / Re: YAZP (Yet Another Zedd Platformer)
« on: January 18, 2012, 10:58:08 am »
I think that adding platforms should be quicker, but i otherwise really like the concept of what you've done here.

66
Axe / Re: Axe Q&A
« on: January 13, 2012, 07:21:13 pm »
 *.*

I understand it sort of now that youve explained it, but i must say that im shocked that you can come up with code like this.

67
Axe / Re: Axe Q&A
« on: January 13, 2012, 04:47:09 pm »
Super fast and completely obfuscated. Classic Runer-optimizedTM unreadable axe code.

68
Axe / Re: consistant framerates?
« on: January 13, 2012, 10:02:19 am »
You could use the DS<( command for this.

69
TI Z80 / Re: zStart - an app that runs on ram clears
« on: January 12, 2012, 06:17:35 pm »
Bug: On the catalog, when I try to assign the token "prgm" as a shortcut, it assigns the token "PlotStart" instead, which is strange, because that cant even be found in the catalog.

70
Axe / Re: Help with tilemap collision?
« on: January 12, 2012, 06:13:41 pm »
In my programs where I want to edit my maps, I first copy the maps to L1 or some other free ram area during level loading. I usually have three map functions:

Code: [Select]
DrawMap(mapPtr, tilePics)
GetTile(mapPtr, x, y) .x and y are actual screen coords. Function just divides each by 8 to get the tile that contains the point specified.
SetTile(mapPtr, row, col, value)

Then you can access and modify your map very easily.

71
ASM / Re: about hooks..
« on: January 12, 2012, 06:07:01 pm »
You already said it :P and it works :thumbsup:
Woops, didnt realize that i already posted it. Thought that it didnt submit correctly. I deleted the first message.

72
ASM / Re: about hooks..
« on: January 12, 2012, 03:47:29 pm »
Up !

I found this and now I use it, so thank you thepenguin77 :thumbsup:

TiAddict : to use hooks with Mimas, you must use the length and the hex codes of the ascii catacteres instead of the length and the string.

Code: [Select]
cscText:
.db 4,$63,$73,$63,$28
; instead of
.db 4,"csc("

And I've a question : with your code thepenguin77, how do you define several hooks in one file ?

Couldnt you do this?

Code: [Select]
.db 4,'c','s','c','('

IIRC, mimas converts characters in single quotes to their ascii values, so this would work: ld a,'q'

73
The Axe Parser Project / Re: Features Wishlist
« on: January 12, 2012, 02:26:05 pm »
Token<->string conversion would be nice.

74
The Axe Parser Project / Re: Bug Reports
« on: January 12, 2012, 02:21:34 pm »
when using files, the Y# has to be at the beginning of the statement.

opps your right...  i use copy.

Copy(Y1+(B*3), L1 , 10) would fail, where
Copy(B*3+Y1, L1 , 10) would work.

You did the opposite of what you said...

75
TI Z80 / Re: OPIA - A full OOP language for z80
« on: January 09, 2012, 05:29:43 pm »
I believe that those do not need have their respective types declared because prime and nextPrime are instances of cofunctions, due to the new statement.

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