Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ZippyDee

Pages: 1 ... 44 45 [46] 47 48 ... 51
676
The Axe Parser Project / Re: Axiom Requests
« on: March 29, 2011, 04:33:09 pm »
How about some more advanced string operations?

677
Axe / Re: nib{} question
« on: March 29, 2011, 03:25:02 am »
Wow...Damn.......So...Simple...

Thank you. You're a genius...

678
Axe / Re: nib{} question
« on: March 29, 2011, 02:57:07 am »
Wait...reading is little-endian but writing is big-endian?

679
Axe / Re: Efficient 12x12 sprite routines
« on: March 29, 2011, 02:56:03 am »
Yeah, I did think about decompressing on runtime, and that could work...The sprites I'm thinking of using would be masked 4-level grayscale, because I'm too ambitious for my own good. :P

680
The Axe Parser Project / Re: Axiom Requests
« on: March 29, 2011, 02:34:33 am »
Graphscreen input with custom coordinates, allow/disallow lowercase, max length, word wrap, and custom prompt would be kickass. Something like gInput(x,y,[0 for no lowercase, 1 to allow],[max length],["prompt" or Str# to use as prompt]
That sounds like a fantastic idea!
Maybe it could also have support for character sets. Like...a pointer to the starting address of a 16 byte character set.

It would be really nice if Axiom commands could support optional parameters. Maybe the header could have something like one byte for "# of arguments expected" followed by one byte for "# of optional arguments." Then it would have another byte somewhere that is set each time the axiom is called containing the number of optional arguments supplied. I know that's complex, but I think it could end up being useful. Though it would add an extra 2 bytes per routine to your Axiom.

Ehh, just a thought.

681
Axe / nib{} question
« on: March 28, 2011, 08:16:02 pm »
Hi, I'm trying to use the nib{} command in a sprite display routine, and I'm getting some funky looking graphics out of it...but not the ones I want.

Basically, Pic0V and Pic0S each point to a bunch of 4x4 sprites. Naturally, each sprite is 2 bytes, so to use the Pt-on() (etc...) commands I have to convert it to 8x8. Well, for this program I'll always be displaying one sprite from Pic0V and one from Pic0S side by side, so I thought "why not just make a routine to generate an 8x8 sprite that has both 4x4's next to each other (with the rest filled by 0's of course).

So I tried to write that routine, but it's not working...and I realized that I may be using the nib{} command wrong. So I guess my real question is this:

if {L1} = $8F, would nib{L1*2} = 8 or 15? Basically, which half of the byte is read first? The lower half or the upper half?

682
The Axe Parser Project / Re: Features Wishlist
« on: March 28, 2011, 08:05:37 pm »
I still think a "jump to label" from the compile menu would be a handy feature. Maybe like pressing PRGM in the compile menu would display a list of the labels in the program and allow you to quickly jump to a label in your program. It would be much faster than going through the actual PRGM menu and having to scroll through and find the section of code you want to look at. I know this wouldn't be an incredibly necessary feature, just a convenience thing...And it certainly shouldn't be a priority over other features that actually improve the Axe language :P

683
The Axe Parser Project / Re: Axiom Requests
« on: March 28, 2011, 07:55:02 pm »
That would be nice. Large or small font? Or both? I guess an axiom could include routines for both...

684
The Axe Parser Project / Re: Axiom Requests
« on: March 28, 2011, 07:49:46 pm »
There has been conversation about advanced graphics features, such as floodfill (with grayscale support) and masked LCD sprite display, which could probably make a fairly decent Axiom. Though masked LCD sprite display would probably go better in Runer112's LCDKit, and he was talking about doing it eventually anyway.

685
Sounds fun. No kidney damage with Tourette's as far as I'm aware. :P

686
The Axe Parser Project / Re: Features Wishlist
« on: March 28, 2011, 03:48:52 pm »
You're right, squidgetx. We need to start thinking realistically here... And for many routines (such as floodfill), writing an Axiom would be the perfect solution. Then it can even have its own command if needed without stressing quigibo

687
Lol no, there's a point where you physically can't hold pee in any longer too, no matter how much you want to. With this you CAN hold it in, but it just feels AWFUL.

688
ASM / Re: Page Swapping
« on: March 28, 2011, 07:18:54 am »
So how does one deal with that issue?

689
Math and Science / Re: Equation generating
« on: March 28, 2011, 07:09:44 am »
I want to create an equation that works kindof like the sin/cos function
[/quote
This made me think of curves. That made me think of b-splines.

690
Axe / Re: Perspective?
« on: March 28, 2011, 06:52:48 am »
Erm...there are a few ways. One way would be to scale the sprites dynamically every time they are redrawn. Scaling sprites is very slow and probably not the best approach. The easiest way would be to just make a bunch of different sprites for different depth ranges, and just display the one that corresponds to the current depth.

Pages: 1 ... 44 45 [46] 47 48 ... 51