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Messages - chattahippie

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286
The Axe Parser Project / Re: Bug Reports
« on: August 04, 2011, 12:33:12 am »
Run and pray, that sounds like what happened to me. After the memory issues I had no issues and then *whambo* I got hit.

Did you have Axe 1.0.? or zStart installed when your calculator bricked itself? 

I hope this problem is solved so that no other projects are lost and no more calcs have to break

287
Art / Re: Need some monochrome sprites
« on: August 04, 2011, 12:18:34 am »
THis is nice. What is "Center Button", though?

On NXT Bricks, there are two grey arrows, a back button, and an orange button referred to as the center button.

288
Introduce Yourself! / Re: Hi (again)
« on: August 03, 2011, 07:24:35 pm »
Welcome to Omnimaga!
I have heard of boxhead (a flash game, overhead dual stick shooter?)
If you could pull it off without loosing speed and create routines to make as many AI as needed, it would be an awesome calc game

289
ASM / Re: Controll routine question
« on: August 03, 2011, 08:40:49 am »
I guess you could compile axe, then just optimize it a lot... but that seems inefficient

290
ASM / Re: Controll routine question
« on: August 03, 2011, 06:39:16 am »
Been struggling with this for a while now; the principle I'm looking for is simple and straightforward: react to the last button pressed, regardless of whatever else might be pressed or released.
So if you press '1', it perorms 'Label1' once, even if you have 2-9 held down at the same time already, or release random other buttons that were being held down before. Push the button, perform thát routine once. Nóthing more, nothing less.  ;)
I'm sure there must be a simple way to do this, but... I'm newby.  :-[
If anyone has any tips on how to do this, it'd be greatly appreciated!

Thanks alot in advance.

What language, Axe?

For something like this in Axe, I would do:
Code: [Select]
Repeat getKey(15)
If getKey(34) and A=/=1     //getKey(34) is the one button
sub(1)
End
If getKey(26) and A =/=1   //getKey(26) is the 2 button
sub(2)
End
.Repeat If loop for getKeys# 18 (3), 35 (4), 27 (5), 19 (6), 36 (7), 28 (8), 20 (9), Then finish it with
!If getKey and A=1
0->A
End
End
Return    //Keeps the program from running the subroutines from after the Repeat loop is cancelled

Lbl 1
blah   //This should include a 1->A also, to keep from repeating
End
Lbl 2
blah    //Same here
End
.Write the rest of subroutines, make sure they have 1 ->A

It's not very optimized, but it should work :P

291
Lua / Re: This is my first lua game
« on: August 03, 2011, 06:37:28 am »
Since l don't have enough posts to upload the file,l'll upload the code ,if you're interested in it, you can try it.

You can attach a file to the main post, I don't think that has a post limit

292
Miscellaneous / Re: Tutorial Request Thread
« on: August 02, 2011, 10:54:25 pm »
Thanks for the link

293
Axe / Re: Tilemapping in Axe
« on: August 02, 2011, 10:17:10 pm »
also, if it clarifies anything, given an array GDB1 with n number of columns, you can access the yth element down and the xth element over via the following formula:

{y*n+x+GDB1}

keep in mind this returns one byte, a value between 0 and 255. to do other things like access nibbles and two-byte integers (between 0 and 65,535) it gets slightly more complicated, but retains the same idea.



But 256 tiles is a lot of sprites to choose from, and I can't think of many, if any, projects that use anywhere near 65,536 sprites, although I would love to see such a behemoth project that uses all of them!
That would be monstrous :D

294
Miscellaneous / Re: Tutorial Request Thread
« on: August 02, 2011, 10:13:21 pm »
I'm thinking maybe I should write a tutorial on using 4 lvl greyscale with xLib/Celtic III/DCS7 in BASIC. Nitacku's renderer sets up the graphics well enough, but it took me a lot of time and effort to get a good looking fullscreen 4 lvl tilemapper in Hybrid BASIC.

I'm just wondering if enough people still use these libs to make writing the tutorial worth it.
I still use Celtic III, if that counts lol.
Great. If it helps even 1 person, I'm happy. I'm probably gonna cover a little more on my OS Vars Axe tutorial before I write the Hybrid BASIC one, though.

Now that I think about it, I can think of a bunch of odd things I've done with BASIC I'm tempted to make tutorials, or at least code explanations on. Things such as my homescreen scrolling tilemapper using a pic for mapdata.

That seems like an interesting tilemapper, I would have never though of something like that.  I would love to see that, especially as I'm new to tilemappers in general (just started understanding them :P)

295
Axe / Re: Using OS Variables in Axe Question
« on: August 02, 2011, 08:55:33 pm »
What version of Axe are you using?
0.5.2

EDIT: Yay I updated and it works now! Thanks!

296
Axe / Re: Using OS Variables in Axe Question
« on: August 02, 2011, 08:46:40 pm »
I think your problem is that the pixels in the buffer are stored in bits, not bytes. A simple solution is to use the arbitrary-buffer pxl-test instruction, like so:
Pt-On(B*8,A*8,pxl-Test(A*4+B,0,Y)*8+Pic0)

I tried this, and it says Err: Argument when compiling, it says that only two arguments are needed for pxl-test(

297
Axe / Re: Using OS Variables in Axe Question
« on: August 02, 2011, 06:05:48 pm »
I'm using a Basic program to do some number crunching, then it outputs it data in binary onto the graph screen, in the first row, the first 16 pixels.  Then it stores the picture to Pic1.  I'm then trying to access the data in Axe (storing the pointer to Pic1 to Y) so that I can display it better.  I did make this display the way I wanted in Basic using a string, but it was way to slow to be practical, so I was trying to convert it to Axe.

Also, what do you mean by store this somewhere in RAM?

298
Axe / Using OS Variables in Axe Question
« on: August 02, 2011, 05:55:39 pm »
I have been trying to take either a string or a pic (the string would only have 1 & 0s) from a Basic program and use an Axe program to display each bit as a black or white square, white for 1 and black for 0 (I know that that is backwards of normal).  [sarcasm]Using my vast knowledge of Axe[/sarcasm], all I managed to create was a program that displays random bits of garbage and a lot of black squares.

Here's what I currently have:
Code: [Select]
DiagnosticOff
GetCalc("Pic1")->Y
[FFFFFFFFFFFFFFFF]->Pic0
[0000000000000000]

ClrDraw
For(A,0,3)
For(B,0,3)
Pt-On(8*B,8*A,{A*4+B+Y}+Pic0)
End
End
DispGraph
Repeat getKey(15)
End

The dimensions work to my knowledge, as it seems to be that garbage and black only appear in the 32x32 square that is supposed to be created
If anyone knows why it isn't just black and white 8x8 squares, help would be appreciated!

299
Axe / Re: Tilemapping in Axe
« on: August 02, 2011, 04:10:29 pm »
What he said.

;D Woot! I figured it out!

300
Axe / Re: Tilemapping in Axe
« on: August 02, 2011, 03:46:53 pm »
Thanks, that is exactly what I need to get started.
for the map drawing .sub(map. is it A*8 because of 8x8 tiles? Also what is {Q+B*24+P+A+GDB1} can you give me answer in depth?

I think it just locates the data located in a specific point of GBD1, so that only the data needed is displayed on the screen, and not the entire GBD1, if I'm not mistaken.

I say this because I know the {} mean to load a point in data, and it has the pointer for the data, GBD1, which says that it loads from a point inside GBD1.

I'm sure yunhua will correct me if I'm wrong, but that is my answer

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