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Messages - Runer112

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2221
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 11:12:59 pm »
If you look at the commented version it would probably make a lot more sense. Also, you would know that "DG" stands for DispGraph. Any time the screen needs to be updated while sprite editing, I call this, which will perform either DispGraph, DispGraphʳ, or DispGraphʳʳ according to the sprite's grayscale level.

** Anyone who wants to, feel free to look at the source code and suggest optimizations. A good place to start may be areas that are easier to understand without knowing the intricate structures of the specific program, namely routines that perform math/graphics operations. Rotate and flip could be good candidates for this... It's really hard for me to add features with the current features already maxing out the program's size! **

2222
The Axe Parser Project / Re: Axe Parser
« on: June 09, 2010, 10:40:15 pm »
To figure out a program's starting status in/out of archive, you can use GetCalc(), right? Will turn up 0 if archived and anything else if not?

2223
The Axe Parser Project / Re: Axe Parser
« on: June 09, 2010, 10:28:00 pm »
I'm just checking, because I thought somebody said this a while ago... can a program archive itself at the beginning of execution? And if so, what's a good way to make sure it exits in the same status as it began? With a variable?

2224
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 10:24:06 pm »
Ah, I see what you did. Yeah, that looks to be much more efficient. Then again, it is pretty hard to fix code when you didn't write the thing and its over 5k.

If you're trying to figure out how it work, the best thing to do is look at the 14k source file on a computer, using something like SourceCoder. But good job figuring out how the whole thing works! Maybe you can tell me?

2225
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 10:19:41 pm »
Hey that is really cool!  Definitely will consider adding this to the Axe Tools, with your permission of course.

Sure, although it's still a work in progress. Should I start a new thread for it? Or just keep updating my post on the second page?

2226
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 10:09:43 pm »
I actually did something else, I call Normal at the start of the sprite DispGraph routine and call Full at the end of it, which should give you the best of both worlds. It should run the grayscale display part of the program at normal speed on any calculator and run the rest of the program at full speed on calculators capable of it.

Code: [Select]
.DISPLAYGRAPH
Lbl DG
  !If G
    DispGraph
  Else
    Normal
    If Gsub(1)
      DispGraphʳ
    Else
      DispGraphʳʳ
    End
    Full
  End
Return

2227
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 09:06:47 pm »
Ok, just tested it and the fix is working.
Here's the edited source and the Axe executable.

Beat you to it ;)

But sorry about that, I was testing it on a 6MHz and I forgot that I needed to turn off Full for the grayscale. And can you or somebody else with a 15MHz test my updated file just to make sure my fix works?

EDIT: Found another dumb error and fixed it.

EDIT AGAIN: Found another dumb error caused by my previous fix for a dumb error and fixed it.

2228
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 08:59:35 pm »
Hey, just got back. Is it the Full thing? It probably is >.< let me fix that now.

EDIT: Made a fix for the Full problem, assuming that was the problem. I can't test it myself because I don't have a 15MHz calculator. http://ourl.ca/4832/94254

2229
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 05:38:43 pm »
That's a lotta comments... Of course, it's probably unreadable now.

Yeah, the program is so large I need the comments or I won't even know what my code is if I leave it alone for over an hour. Although I think most of the size bloating is from indenting 2 spaces per layer every line.

A reminder:

** If you find any glitches, want to make any suggestions, or just want to tell me how great of a guy I am for making this, tell me about it! **

2230
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 05:34:40 pm »
If you want it, I attached a version of the source file with all comments and indentation removed. It dropped from 14082 to 5714 bytes.

2231
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 05:10:50 pm »
Yeah, it's a really big program... If you want I can probably post a much smaller version of the source, with all comments and indentation removed

2232
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 05:07:27 pm »
Yeah, I've noticed that Axe doesn't always read from the archive correctly. Either find a way to be able to compile it in RAM and have enough space for the compiled program or keep trying to compile the archived version until you don't get an error.

2233
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 04:59:28 pm »
Hit PRGM to scroll to the error, what is it citing as the error?

2234
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 04:56:32 pm »
nice, but it won't compile on Axe 0.2.6 ???

It won't? That's what I'm compiling it on.

2235
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 04:44:35 pm »
It would be nice to include some better sprite management features like copying, but with the compiled program pushing 8 KB as it is, it will be difficult to add this. But those are finishing touches sort of features, so until I even figure out how to fit those into the program... I present the awesome features!

-8x8 or 16x16
-Black and white, 3-scale grayscale, or 4-scale grayscale
-Multiple zoom views visible at once
-Realtime sprite hex display
-Hex input
-Flipping horizontally or veritcally
-Rotating clockwise or counterclockwise
-Create, edit, and save as many sprites as memory allows
-Delete sprites

Go ahead, try it out. I attached the source and compiled versions, as well as a readme to explain how the hell to use it. If you plan on compiling the source on your calculator and don't want to use the 14,082 byte commented and indented source file, download the attached uncommented and unindented version, weighing in at only 5,714 bytes!

** If you find any glitches, want to make any suggestions, or just want to tell me how great of a guy I am for making this, tell me about it! **

** Anyone who wants to, feel free to look at the source code and suggest optimizations. A good place to start may be areas that are easier to understand without knowing the intricate structures of the specific program, namely routines that perform math/graphics operations. Rotate and flip could be good candidates for this... It's really hard for me to add features with the current features already maxing out the program's size! **

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