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Messages - E37

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316
TI Z80 / Small Font Program Editor
« on: December 14, 2015, 06:15:04 pm »
Since there hasn’t been any major community projects lately, I have decided to post the current version of the small font program editor I have been working on for several months.
Currently, the editor is fairly stable, and I have moved on to adding features.
I started this project because I wasn’t really satisfied with zStart’s small font editor, it used the standard menus and sometimes when saving it corrupted a small part of the program.
My editor uses the same graph font for all the menus.
Cool features:
Since it uses the VAT to select a program, you can edit hidden programs, programs can also be: archived, locked, an appvar, or even a list. (If you open something you aren't supposed to edit there is a good chance it could crash)
It displays all the Axe tokens correctly (but not ones from an axiom)
All the keys and menus are in files so if you want to edit what the keys do, or change a menu you can (it needs to be recompiled after)

Notes:
It would be awesome if I could get some community interest!
If you are just testing the editor you just need to download prgmEDITOR
You need the other files only if you are compiling prgmEDITRSRC
WARNING: THIS COULD DAMAGE PROGRAMS THAT YOU OPEN WITH IT (although I have only seen it happen when parts of RAM is corrupted)

Planned features and bugs:
All of the options under the Y= button don’t do anything or are buggy
there isn’t a catalogue
rarely the vars menu gives the wrong token
IT CRASHES OR ACTS WEIRDLY IF IT OPENS A FILE WITH LESS THAN THREE LINES!!!
I would like to make it very customizable
If it is an Axe program the custom tokens slow it down more than I would like them to.

317
Axe / Re: Axe Q&A
« on: December 13, 2015, 04:42:05 pm »
Is there any useful uses of it?
I am assuming that the OS has a flag for whether the enter key is pressed on the home screen.
It there a way I can "activate the flag" and execute anything it has.
I am looking for a way to implement floating point math (It doesn't have to be fast) into my editor as a feature.
Basically I am tired of quitting my program to do a math operation on the home screen. (and I don't want to do long math in my head)
Thanks!
(the whole home screen is a program thing BLEW MY MIND! I thought [0523] was just a data file)

318
Axe / Re: Axe Q&A
« on: December 13, 2015, 02:36:03 pm »
While debugging my program editor I opened a weird file (it uses the VAT to select a file) and it contained my last entry.
After experimenting with it I found that I could access it with a Getcalc([0523]) -> var and that modifying it did indeed modify the OS's last entry. (It seems to use tokens to store data.)
Is there a way to execute this modified entry so I can use the OS's math or run a program? (or just reset my ram)
I love poking into places that I shouldn't!  :angel:

319
Axe / Re: Axe Q&A
« on: December 09, 2015, 06:38:03 pm »
Hrm... Relloc(A) gives an error.
I know how to make constants I just don't want to type more than I have to.

Is there a way to access the OS's unused spaces?
When I downgraded from 2.55 the new os took up 200k less space.
Is there a way to access this unused space (my available archive didn't go up when I downgraded)
Thanks!

320
TI Z80 / Re: convert hex to asm
« on: December 09, 2015, 05:21:29 pm »
Awesome! (I can't see why I didn't download it earlier)

321
Axe / Re: Axe Q&A
« on: December 09, 2015, 05:19:14 pm »
I meant that Relloc( didn't seem to perform a function like pop or push.
I was just curious if there was a way to reuse letter variables.

322
TI Z80 / convert hex to asm
« on: December 08, 2015, 09:17:28 pm »
Is there any tools to convert an asm program in hex to the instructions?
I want to convert compiled axe programs to asm instructions to help me learn asm.
(I already have the program in hex format)
An on calc solution would be awesome but any help would be great!
Thanks in advance!  ;D

323
Is there a version of code that is modifiable on calc with mimas?
I am trying to learn mimas.
(Sorry if I over looked the download)
Thanks!

324
The Axe Parser Project / Re: Features Wishlist
« on: December 08, 2015, 03:14:23 pm »
For the 2nd options page one option should to have zoom compile as default.
(Although 1.3.0's compile time is awesome anyways)
Also compile to archive would be cool also.
(so I don't have to archive a program after I compile it)
The ability to see hidden programs' names correctly would also be nice.
(Having my program's name start with some random character can make it sort of hard to tell them apart)

325
Axe / Re: Axe Q&A
« on: December 07, 2015, 09:29:38 pm »
Is there an equivalent of pop and push for axe?

Realloc( doesn't seem to do anything.

326
Axe / Re: Axe Q&A
« on: December 06, 2015, 03:58:40 pm »
It works!
I finally understand why each of the free ram variables have a name under them!
Since L5 (textShadow) is 128 bytes each one should holds a value for each number on the screen!
And it is corrupted by ClearHome because ClearHome is the same as Fill(L5,128,0) and the same is true for L6 and ClearDraw
(My life has meaning now)

Is all of my information correct (I posted as soon as I saw this because I was excited)
Thanks SO much!  ;D
(increases karma)

327
Axe / Re: Axe Q&A
« on: December 06, 2015, 12:52:24 pm »
Oh... Darn.
To continue my long string of questions I can't seem to find the memory address of the BASIC graph.
I assume I can treat it as just another buffer.
It isn't really important I am just curious how some asm programs edit the graph.

328
TI Z80 / Re: Star Wars Crawl TI-84+
« on: December 04, 2015, 01:41:43 pm »
That is really cool!
(downloads)

329
The Axe Parser Project / Re: Bug Reports
« on: December 04, 2015, 01:39:02 pm »
The game I am creating is an experiment in “Object Oriented Programming” I know that it really isn’t, I just like to tell myself it is.
Once I you the game with Axe 1.3.0 run it (duh) it, select play and use the side arrows to select at least 2 enemies (the game freezes if you pick just one - even when compiled with 1.2.2), then hit enter.
The character is the little x. Usually the character falls but it just floats.
The numbers are used for debugging, the first is remaining jump and the second is how many pixels the game thinks are directly under a player (with 1.2.2 the second number never exceeded three.)
Sorry I can’t supply a screenshot, Ti-connect is acting weirdly.
The compile time with 1.3.0 is AMAZING!
Keep up the great work!

edit:The code that seems to be broken is:
Code: [Select]
0 -> Y:For(X,0,2
Y+Pxl-Test(25+Y,25)->Y
End
When I closed the parenthesis on the For( loop the statement worked just fine.
edit2: That doesn't seem to be the only problem... While closing the parenthesis worked in the test program it didn't fix the game.
I can't quite pin it down but it seems to have something to do with addition.
Using the Text command I found that after
Code: [Select]
0 ->Y:For(X,0,2)
Y + Pxl-Test(A+X-1,B+2) -> Y
End
Y ends up with a value over 40000!
But changing the code inside the loop to:
Code: [Select]
Pxl-Test(A+X-1,B+2)
+Y -> Y
gives the right value! (the bug never appears when compiled with 1.2.2)
This code is in the program PLAYER in the group.
(Sorry for the brain-dump style of writing)

Edit (Eeems): Code tags

330
The Axe Parser Project / Re: Bug Reports
« on: December 03, 2015, 05:06:40 pm »
One of the games I am creating runs fine with 1.2.2 but on 1.3.0 the the gravity function doesn't work.
I am using pxltest for gravity and there is no complex physics just up or down (no velocity).
I am using the S variable for remaining jump.

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