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Messages - awalden0808

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46
Grammer / Re: Grammer
« on: October 13, 2011, 06:19:58 pm »
Welcome, awalden!
welcome! you should introduce yourself.
Maybe later. For now I have to read reviews of Whitman's "Leaves of Grass". :P Yeeuck...

47
Grammer / Re: Grammer
« on: October 13, 2011, 05:17:08 pm »
Hmm the readme explains how to use it somewhat, but not that well. And I am not sure why it isn't working with DCS7 :/
I know how to use Grammer (mostly thanks to you :D), just not int( and everything else you introduced. And I'd loved to read the readme for those things, but since an updated one was not included in the attachments, that would not be possible. :P

I'll keep testing out Grammer with DCS7, and see if I can pinpoint a problem. I love Doors too much to have to switch back to Mirage, and I like Grammer to much to stop using it. :)

Speaking of, anyone know how to duplicate programs on-calc? I'd like to have a backup Grammer that I can keep in the archive if it crashes until Xeda turns it into an app. :D

48
Grammer / Re: Grammer
« on: October 13, 2011, 04:36:13 pm »
This is so cool!  If only I knew how to use it...

You need to fix Doors CS 7 compatibility. I've made a Grammer program and ran it in Doors and it reset my RAM. Lucky for me Doors is awesome and can run archived programs.

The particle physics in these animations reminds me of the Falling Sand Game (Java game I used to play a lot). Someone should port it to Grammer.  I might do it to pass the time in math while my math teacher explains everything the wrong way.

49
Grammer / Re: Grammer
« on: October 11, 2011, 08:36:55 pm »
I use Doors CS 7 and Grammer was working fine.

50
Grammer / Re: Grammer
« on: October 09, 2011, 12:12:37 pm »
Alright.  That's perfect.  I think part of the problem might have been that I didn't put Lbl in front of "SPRITE->D. :-\

Thanks!!!

Now... what to do with this new ability...

51
Grammer / Re: Grammer
« on: October 09, 2011, 09:20:08 am »
Oh... That makes sense. However when I copy the code from the program you gave me and put it into the moving sprite program I just get a jumbled sprite. I even made it really simple and drew one pixel in the 8th column of the sprite, and copied the code (>DMS???????) (???'s are just three question marks. Silly emoticons...), and got the jumbled picture. For some sprites I draw they come up with something that looks similar to the sprites I drew.  By similar I mean there's a slight resemblance to the smiley face I drew, but it definitely would not get me an A if it were an observational drawing of said smiley face in art class.  :banghead:

52
Grammer / Re: Grammer
« on: October 08, 2011, 09:27:17 pm »
Okay. More questions. I can tell the Pt-On( command is different in Grammer than in BASIC. Do you mind giving me a breakdown of the params?

Also, in the program you just gave me, the "SPRITE->A line stores the line after .SPRITE into A, correct? And if I want to show my sprite in your example program in the PDF (where you can move the sprite around) I just replace the 01234567 with the code?

And the code I'm getting back is really messed up (e.g. + and randM(({->??). It's supposed to be like that, right?

(Scratch the first part. I forgot that command was in the PDF!)

53
Grammer / Re: Grammer
« on: October 08, 2011, 05:09:26 pm »
Huh... Alright. Hopefully she responds cause I can't figure it out.

54
Grammer / Re: Grammer
« on: October 08, 2011, 04:42:45 pm »
Okay, now I see binary has something to do with it. Still kinda confused though.

55
Grammer / Re: Grammer
« on: October 08, 2011, 04:34:55 pm »
I've been playing around with this language, and I love it. I'm just stuck on sprites.  I've got the sprite program you showed as an example in the included PDF, and I know the last line before the Stop command is some sort of code for the sprite. I've noticed replacing the 01234567 with 10101010 draws a vertical dotted line in the sprite's 8th column. Why is that?  ???

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