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Messages - Runer112

Pages: 1 ... 146 147 [148] 149 150 ... 153
2206
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: June 11, 2010, 09:56:45 pm »
I draw pixel by pixel too, because it's faster than line, but it's still pretty slow. :-\ My project currently advances the tunnel quite slowly and runs at only 6.6 frames per second. (As Quigibo figured out, my game relies on moving graphics by at most one pixel every frame, so I can't simply move the objects faster to adjust for the low framerate)

2207
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: June 11, 2010, 09:45:10 pm »
If only I could find a quicker drawing method... the calculations take up only about 25% of the processing, drawing takes up the rest

2208
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: June 11, 2010, 08:17:49 pm »
We need to find Peter Bucher and ask him how he did it so well. (He made Wolfenstein83)

2209
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: June 11, 2010, 08:05:55 pm »
Awesome Success :O What does the source to that monster look like?

(unless its your Axe project?)

It's my project ;D but it's hardly a monster, it's just a bit over 1K compiled. And that was just to see if I could get it to work, it's really unoptimized so I could probably get it down to under 1K.

2210
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: June 11, 2010, 07:26:28 pm »
Great success?

2211
The Axe Parser Project / Re: Bug Reports
« on: June 11, 2010, 03:43:06 pm »
ERR: UNKNOWN ERR

Code: [Select]
:.TANGENT
:Lbl T
:  sin(→A)*256//cos(A)

2212
The Axe Parser Project / Re: Sprite Helpers
« on: June 10, 2010, 11:17:38 pm »
As soon as a way to export data to ans, programs, strings, or any of the like becomes available, I will add support for it.

2213
The Axe Parser Project / Re: Bug Reports
« on: June 10, 2010, 12:29:38 pm »
Is there any reason why you can successfully compile and run Ion programs of large sizes, but when compiling no shell programs that pass about 8200 bytes in (executable) size, trying to run the program returns ERR:INVALID?

EDIT: Also, I guess the whole thing about not running programs larger than 8811 bytes in size (using the Ion-compiled version, as the no shell couldn't run the program, currently at OVER 9000 BYTES!!!!!1!!) may be right though, because I'm currently editing the 4-level grayscale "sprites" of random sections of RAM.

2214
The Axe Parser Project / Re: Sprite Helpers
« on: June 10, 2010, 12:21:02 pm »
What does the error go to?  Does it go to the program name on the homescreen, or somewhere else?

It goes to the Asm(prgmSPRTEDIT line on the homescreen.

2215
The Axe Parser Project / Re: Sprite Helpers
« on: June 10, 2010, 12:15:26 pm »
I think I've successfully run an 8197-byte no shell program before, but much more than that and I get ERR:INVALID.

2216
The Axe Parser Project / Re: Sprite Helpers
« on: June 10, 2010, 12:09:18 pm »
I just compiled and tried to run a 8,420-byte (no shell) program and it throws ERR:INVALID. However, when I run the program compiled for Ion, it successfully runs... I guess I could just make the program Ion-compatible only, I doubt many people even use no shell assembly programs.

2217
The Axe Parser Project / Re: Sprite Helpers
« on: June 10, 2010, 11:59:44 am »
If you're trying to avoid the 8811 byte limit, remember that that's only for executable code.  If you wanted, you could have 8811 bytes of executable code and 12000 bytes of data on the end of it.  Since your help text would be data, I think you could fit it in 200 bytes of executable code. ;D
Good luck. :)

Wait, it's 8811? I thought it was 8192? Please say it is, that means I have 600 more bytes of free space than I thought I had!

EDIT: I just compiled and tried to run a 8,420-byte (no shell) program and it throws ERR:INVALID.

EDIT 2: However, when I run the program compiled for Ion, it successfully runs.

2218
The Axe Parser Project / Re: Sprite Helpers
« on: June 10, 2010, 11:43:21 am »
I'd love to add back a help system, but with only about 200 bytes of available space left in the program, there's no way I could add one. At least until you figure out a way to let us call outside programs. ;D

2219
calc83manic
You downgraded calc84maniac to 6 MHz hardware :(

He also downgraded him to having a mood disorder.

2220
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 11:40:43 pm »
One thing I'm doing is removing as much code I had previously planned on using, but never ended up finishing/getting to fit in the program. One such example is sprite moving/copying/pasting, which I just found a subroutine for that I forgot to comment out. Saved maybe 30 bytes, and at this size, every byte counts.

EDIT: Just chopped off about 150 more bytes. Realized that my sprite changing keypress handling was the complex version I needed back when I was trying to develop sprite copying/moving, so simplified that quite a bit.

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