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Messages - defmenge

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Ich kann Deutsch und bin gerne bereit, bei Fragen, die Axe oder sonstige GTR-Themen betreffen zu helfen. :)

EDIT: Hmm... in der Forenbeschreibung steht "in Deutsch", eigentlich heißt es "auf Deutsch".
[ Spelling error in the forum description, "in Deutsch" should be "auf Deutsch". :P ]

Site Feedback and Questions / Re: German section in Omnimaga
« on: July 13, 2011, 03:13:38 pm »
I support! :)
It seems that there has indeed been a recent increase in the number of active German users on Omnimaga. Even though I'm able to communicate in English quite well, and probably wouldn't use the forum to ask for help, there might be some other German calc programmers who aren't that good at explaining their problems in English (not like I've seen any on these forums, but there's still the possibility :P), or who may even refrain from registering due to the lack of a German forum (like I did initially, for a few months, worrying my English would be too bad ^^; ). I would certainly be glad to help other German-speakers in their native language. ;)

The Axe Parser Project / Re: Features Wishlist
« on: July 13, 2011, 10:55:29 am »

Where to find a list of the hexadecimal character codes?

List of character codes for the monospace font:

The character codes of the variable width font are slightly different for the additional characters:

The Axe Parser Project / Re: Features Wishlist
« on: July 13, 2011, 09:07:15 am »
Is there any possibility of a nicer syntax for single-byte custom name variables, like "MyVarr" or something similar? Almost every L1+xxx variable I'm currently using is single byte, and just attaching an "r" looks better and makes code less cluttered than {°MyVar}, and would probably be more optimized too (or maybe not, I don't know Axe's inner assembly workings :P).
The reason I can't use 16-bit is that the variables would overlap and collide with each other due to 1-byte offsets and I really need to conserve space by writing numbers

I know 1.0.0 just came out, sorry for bothering with feature requests that early, but custom names don't have that much of a use to me if they can't be made 1-byte easily. :/

The Axe Parser Project / Re: Bug Reports
« on: July 13, 2011, 08:39:38 am »
Great job on 1.0.0, but I already have to report a bug. :P
DROD8x does not compile at all right now, it complains about a missing program, even though the program is there and it compiled perfectly fine with 0.5.3 seconds ago. When pressing PRGM, it opens the base program which 'includes' all other programs and scrolls to the line ".INIT".
Code: [Select]
.DROD8x v0.0 "ROACHIE"

The editor is also affected by this and it seems like a rather severe bug since multiple program includes may be impossible now.

Sorry for complaining about bugs this fast, but I can't really continue working on DROD8x if Axe refuses to include subprograms.

TI Z80 / Re: Tokens
« on: July 06, 2011, 04:40:25 pm »
Hmm, that is weird. I'll look into that tonight.
Thank you very much! This is an awesome program, keep up the great work. ;)

TI Z80 / Re: Tokens
« on: July 06, 2011, 01:33:04 pm »
It seems TokenIDE sometimes saves files as only their program name, without any extension. Trying to open an extensionless file throws the error "File type not supported", so you have to rename them everytime you want to reopen the program. Also it caused lots of confusion about which file was the latest version and which one may have been an older version, as it seems to sometimes save a ".txt" and sometimes not, I don't want to lose any code to accidentally overwriting a file.
Please try to fix this bug, as I can't really work on DROD8x if I can't be sure that I don't mix old and new code. It shouldn't be too hard to just append a ".txt" extension to every file name to the saving files function. :P

The Axe Parser Project / Re: Bug Reports
« on: July 05, 2011, 01:19:21 pm »
Axe is deactivating xLib and Deutsch automatically!
And it's not possible to activate xLib again, while you have Axe on your TI

that's ANNOYING!

Even though I don't use the German/Deutsch app often, I agree with you, sometimes I need it for the special characters menu, which is unloaded as well IIRC.
I've never used xLib, but being unable to use it once you run Axe sounds kinda annoying. :P

Wow, this game looks nice. I can see that with bigger rooms you could get some serious puzzles.
Thanks. :)
The real DROD does indeed feature (much) bigger rooms, however, 5x5 sprites are already kind of indistinguishable, and the code is already adapted to 12x12 rooms. I already made some basic room designs that could be further developed into actual puzzles. I am also planning to add more gameplay elements which will allow for more challenging rooms. :P

Wow. Looks very impressive! God it reminds me I need to start working as well. I'll try the demo later as I have work to do also. Good work so far, keep it up.
Thanks for your feedback as well. ;)

TI Z80 / Re: DROD8x - a TI-8X clone of DROD using Axe
« on: July 01, 2011, 04:48:32 pm »
Time for another update, this time with a demo! ;)
(aah I hope I uploaded the correct version :P)

There have been lots of improvements lately: multiple monsters in a room work correctly, monsters can actually be killed with your sword, the AI for Roach Queens is implemented (they don't lay eggs yet though) and there is a very basic level editor! Also, I had to start compiling it into an app because memory wasn't sufficient anymore for having the source, the compiled program and the temporary savefile AppVar in RAM.
Right now, the level editor is integrated into the main app but it will be an external program later. The reason for that is that testing and debugging monster AIs and certain cases is much faster and easier this way.

I've uploaded a demo of the current state of DROD8x. When you start up the app, the first thing you'll see is the level editor. Move the cursor with the arrow keys and place tiles/monsters using the [Y=]~[TRACE] keys (Floor, Wall, Roach, Roach Queen). [DEL] removes all tiles from the level, [CLEAR] exits the editor and [ENTER] plays the level. Note that the levels are not saved yet and you can not restart the room once you die because I can't find a good way to exit the main loop. A lot of code will have to be moved around until I get that working.

After you press [ENTER] in the editor, the game will start up with the player being in the top left corner. Use the number keys to move orthogonally and diagonally, rotate your sword clockwise/counterclockwise with the [(] and [)] keys or press [CLEAR] to exit. Everytime you make a move, all roaches in the room move a step towards you (and all roach queens away from you). Try to prevent the roaches from killing you by smiting them with your sword, as they will not step on the tile it is on. You 'win' when you cleared the room from all monsters, nothing happens when you do so though, yet. :P

Here are some screenshots of what it looks like now:

Note that I'm working on the greyscale lag when making a move, I'll add a "DispGraphr" into the calculation loop, I was just too lazy to do that and recompile/re-sign it/make new screens now :P. Also, the minimap in the bottom left was made for testing purposes and will be replaced with a map displaying the nearby explored 3x3 rooms and whether they are cleared or not.

Known bugs:
- Roach queens don't move correctly when going straight up or down.
- Sometimes a single roach does not follow you when another roach is killed in the same turn.

DEMO DOWNLOAD LINK (hosted by me to prevent overloading Omnimaga's server space with unnecessarily many updates :P):

TI Z80 / Re: Tokens
« on: June 29, 2011, 05:05:08 pm »
Good job on this update, now I can finally work on DROD8x again without having to wait 3 seconds to type a single character. :P
Thank you a lot for this great program, I'd certainly +1 you if I could! xP

TI Z80 / Re: Tokens
« on: June 27, 2011, 08:17:24 am »
Nice update! It's a lot easier to work with it now. ;)

However, I noticed it started getting very slow when my project got bigger. Could you add a way to toggle retokenization on/off, so it doesn't get so slow when typing in big projects? Right now, every change causes TokenIDE to retokenize the whole program, which takes about 4 seconds for me, rendering it unresponsive during that time. It gets kind of annoying after some time and it would be nice to have a checkbox or something similar to turn instant tokenization on and off.

The Axe Parser Project / Re: Features Wishlist
« on: June 24, 2011, 11:06:22 am »
What are inline if statements?
An inline if statement returns one of two values depending on whether a condition is true or not.
Example (pretending it would be implemented in Axe as IIf(Condition,TrueValue,FalseValue):
Code: [Select]
Disp IIf(A=B,Str1,Str2)

Axe / Re: PIC MISSING even though Picture is present
« on: June 20, 2011, 01:54:18 pm »
Thanks for your replies, but I just found the solution to the problem myself: I simply had to add more code in other places to make it work again. I'm not exactly sure why this happened. I couldn't remove the r anyway because I need it to read the pic as a tilemap/spritemap, not a regular picture. The Text( command was not related to Pic1T either, it simply printed the result of an expression on the screen: Text(2,48,{L1+123}-(I+1)*2>Dec)
I guess it's a bug related to code size then.

EDIT: The [Pic1r] command is actually the first real command, it's in one of the header programs. The Text( is in the main loop of the game.

Axe / PIC MISSING even though Picture is present
« on: June 20, 2011, 01:37:43 pm »
When trying to compile DROD8x into a nostub assembly program after having added a tiny piece of debugging code (a single "Text(" command) as the only change in code since the last compile, Axe parser reported "ERR: PIC MISSING" at 5% in the second pass. Pressing PRGM caused it to point at the line which imports "Pic1" to "Pic1T" as a tile map: [Pic1r]->Pic1T
The picture is present in RAM, and commenting out the "Text(" command I added seemed to solve the problem. However, I need it to debug a certain problem which I'm having with the object buffer, but it won't let me compile with that line of code being there.

Any ideas why this is happening?

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