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Messages - Runer112

Pages: 1 ... 150 151 [152] 153
The Axe Parser Project / Re: Axe Parser
« on: May 27, 2010, 08:00:04 pm »
You need the prefix "v" in the Str1.

That means it should show this:

Code: [Select]
The v is question is [2nd]+[8].

Ah yes, right.

The Axe Parser Project / Re: Axe Parser
« on: May 27, 2010, 06:37:16 pm »
I'm a bit confused about getting GetCalc working to make application variables. When I try to make an application variable, it returns a valid pointer, so it would seem that it was successful. However, when going into the AppVars memory management section, it's not there. And it's more than just not visible in the AppVars. The program checks to see if it exists first so it won't create an AppVar if it already exists, and when I run the program again, it says it doesn't and makes a new one. It seems like it's adding the data for the AppVar to RAM but not properly labeling it, because each time I run the program, the amount of free RAM as reported by memory management does decrease. Can anyone explain what's going wrong?

Code: [Select]
.S S
!If P

The Axe Parser Project / Re: French Translation
« on: May 22, 2010, 07:26:14 pm »
"sous programme" is more said than "sous routine", and I kept the board of "full speed mode" is not very complicated to understand for a french :p

Although I'm not a native French speaker myself, I would guess that "mode de pleine vitesse" is at least a little bit less complicated to understand, though  :P

well IMHO I still feel it may confuse people, and I speak french as native language, unlike you and Silver Shadow. To me, a "Sous-programme" is external to the main program, like you got in TI-BASIC. If we say Sous Programme, newbies will come to ask why is there any reference to sub-programs in the doc when with Axe, it's impossible to compile your game into multiple files?

If you absolutely want to keep the name "sous-programme", you should at least say "sous programmes interne.". We have to remember Axe audience is mostly former TI-BASIC programmers, who got used to anything "sub-program" related being external/separate code files.

If you think "sous-routine" is better then I'm fine with that for a translation. I hadn't thought of looking at the two from the perspective of a TI-BASIC programmer, and I agree that "sous-routine" is probably better then due to that. I just wanted to point out that "sous-programme" should be considered as a possibility because it's more common.

The Axe Parser Project / Re: French Translation
« on: May 22, 2010, 06:34:53 pm »
I would keep the word functions, because Axe supports no sub program (yet). Otherwise, "Sous-routines" sounds good. To be Sub-programs, they would have to be external PRGM files.

Wikipedia's example seems to suggest otherwise:

Also, "sous-programme" is more prevalent than "sous-routine" in French. (According to the fact that it returns at least 5 times as many Google search results and that Wikipedia doesn't have an article, or even a redirect to "sous-programme," for "sous-routine")

The Axe Parser Project / Re: French Translation
« on: May 22, 2010, 04:20:24 pm »
I don't natively speak French, but with the five years of French I've taken in school, I can look through this and check for errors or possibly suggest other translations.

Suggestions so far:
  • Fonctions → Sous-routines
  • l'indicateur d'exécution → l'indicateur de calculs en cours (This is what TI translated it as in their French TI-83 Plus guidebook, although their uses of it were references to actual mathematical calculations being performed, whereas uses of it in Axe may signify things like displaying sprites or waiting for key input)
  • Le « Full Speed Mode » → Le mode de pleine vitesse
  • SIGNAL → ONDE (Seeing as the original, "WAVE," was described as being "inversely proportional to frequency," it's probably most related to "wave" as in "wavelength," or "onde" as in "longueur d'onde")
  • port de connexion → port de liaison (TI's translation)

EDIT: Whoops, "l'indicateur de calculs en course" was just a typo.

The Axe Parser Project / Re: Axe Parser
« on: May 19, 2010, 09:46:13 pm »
Lol so which one is it?  Either way you might want to talk to bwang, he has written both the raycaster, and the raytracer for the nSpire :) And both are quite amazing :O


The Axe Parser Project / Re: Axe Parser
« on: May 18, 2010, 06:44:49 pm »
Raytracing or Raycasting? Raytracing is much more complex, and I do not know of any raytracing ever done on a calculator.

Whoops my bad. I deliberately looked the two up before I posted that to make sure I didn't mix them up, but I guess I mixed them up anyways lol.

The Axe Parser Project / Re: Axe Parser
« on: May 17, 2010, 06:26:53 pm »
Dammit. Just did a bunch of code shifting and re-organizing for my program from 3 posts ago on my computer, and when I tried to send it to my calculator, it said it couldn't because "the device is in a low battery state" >:(

P.S. If anybody has any ideas for efficient raytracing raycasting, feel free to share, because I'll need something of the like for the game I'm working on. ;) In my case though, the floor, walls, and ceiling will simply be composed of black and white squares and the point of view won't change quickly, so I'll probably end up drawing everything the slow way to start and then just shifting things by drawing and erasing lines on the sides. Sort of like video codecs that start by encoding a full key frame but then just encoding changes from frame to frame instead of encoding every single frame.

The Axe Parser Project / Re: Axe Parser
« on: May 17, 2010, 04:59:07 pm »
I've been working on the start of a game since yesterday. The first task I undertook was animation of the character you control, as I wanted to get to test out the new 4-level grayscale. The 16x16 sprite has 5 different body positions, with the body outlined in dark gray and filled with light gray, as I plan for the surroundings to be drawn in black and white for contrast. It looks great when he isn't moving much, but when he jumps, the image of him breaks up a lot. When drawn in just 3-level grayscale, it looks much cleaner. Is this just an unavoidable aspect of 4-level grayscale sprites moving quickly?

Below are GIFs of the program displaying 3-level grayscale (above) and 4-level grayscale (below). They play in full speed on my computer, with any luck they will for anyone else viewing them too.

TI Z80 / Re: Eat Nethams
« on: May 15, 2010, 06:17:27 pm »
I'm confused, why not just use the built-in random function?

The Axe Parser Project / Re: Features Wishlist
« on: May 05, 2010, 10:01:42 pm »
I noticed you added conversion from binary to integer with 0.2.2, which is getting closer to bit manipulation, but are you planning to release more direct bit manipulation commands? Such as commands that get or set the nth bit of a byte? If not just say so, so I'll know to just make commands for that myself.

The Axe Parser Project / Re: Axe Parser
« on: May 02, 2010, 07:49:53 pm »
I'm going to focus on some new commands now.

Bit getting/setting? ;D

The Axe Parser Project / Re: The Axe Pages
« on: April 26, 2010, 03:06:46 pm »
In addition to the typo reported in my previous post, I would have a suggestion for next release: add the keycode table either in the command index or the doc.

I would appreciate this very much, as I've only programmed in pure BASIC before and I need to keep finding the keycode layout somewhere each time I want to detect a new key.

The Axe Parser Project / Re: The Axe Pages
« on: April 25, 2010, 03:19:38 pm »
What happened here? :o
I point out a small typo in the documentation and that sets off a whole chain of fixing errors?

The Axe Parser Project / Re: The Axe Pages
« on: April 25, 2010, 12:56:20 pm »
An error on page 13 in case it hasn't been found yet. I'm sure you'll see it:

Next step is to define all our data. There will be 2 strings and 2 sprites:

Our Title
For the score
The paddle
The ball

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