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Messages - leafy

Pages: 1 ... 100 101 [102] 103 104
1516
Graviter / Re: Graviter - Axe
« on: January 17, 2011, 01:33:57 am »
If I were to choose between speed and size, I would go for speed first. Make sure it's playable and stuff.
Thanks for taking the time to help me :D I appreciates.

EDIT: I hope to keep it well under 8000 bytes though.

1517
Miscellaneous / Re: Community History Quiz
« on: January 16, 2011, 11:05:58 pm »
It was the dude who made Diophantine equations - Diophantus?

1518
Graviter / Re: Graviter - Axe
« on: January 16, 2011, 10:32:37 pm »
kk thankee velly much

1519
TI Z80 / Re: Starcraft: Zeratul -- An RPG in the works
« on: January 16, 2011, 10:28:58 pm »
That command center looks freaking awesome.

1520
Graviter / Re: Graviter - Axe
« on: January 16, 2011, 10:14:57 pm »
Sorry I couldn't post them until now - I had a concert at Davies symphony hall.
Anyways, here they are.

1521
Graviter / Re: Graviter - Axe
« on: January 16, 2011, 02:22:03 am »
I need a LOT of help optimizing this code. This code I am now releasing is as optimized as the Calvin cycle. Anyways, if you think you can make any improvements up them here. I need to cut down a lot of space because I am getting dangerously close to the 8000 byte limit.

I'm trusting you guys with the source code because it is hilariously unoptimized and you probably can't get anything off it anyways. And it only has 5 levels (I'm still working on the engine, but now I can make a level in about two hours.

EDIT: I've converted the programs to text you can view here.

The conversion is slightly off, so
¾List( = Data(
ü = -->

Spoiler For GRAVTILE:
..
.DYNAMIC
.door
.VERT
[88F800F888000000F8000000F80000000000000000000000üPic6
.HORIZ
[D8505050D800000088888888880000000000000000000000]
.EXPLODE
[0000001818000000000018242418000000443824462C5000897E3CE6677EDA89984B2A40D3025A9851100001810004910000000000000000]üPic0
.GOAL
.horiz
[33CC0000000000009966000000000000CC330000000000006699000000000000]üPic10
.vert
[8080404080804040408080404080804040408080404080808040408080404080]üPic15
.BUTTON-------
.DOOR---
.DOWN
[F888F80000000000F8F8000000000000üPic5
.LEFT
[E0A0A0A0E00000006060606060000000
.RIGHT
[E0A0A0A0E0000000C0C0C0C0C0000000
.UP
[F888F8000000000000F8F80000000000]
.GRAV---
.DOWN
[7050F8000000000070F8000000000000üPic4
.LEFT
[80E0A0E0800000004060606040000000
.RIGHT
[20E0A0E02000000040C0C0C040000000
.UP
[F85070000000000000F8700000000000]
.STATIC
[0000000000000000üPic2
.DOOR---------
.VERT
[8888F88888000000
.HORIZ
[F8202020F8000000
.SPIKES-------
.down
[5050202000000000
.up
[0020205050000000
.left
[0018601800000000
.right
[00C030C000000000
.PLATFORMS----
.horiz
.5*5
[F8F8F8F8F8000000
.5*3
[F8F8F80000000000
[0000F8F8F8000000
.vert
.3*5
[E0E0E0E0E0000000
[3838383838000000
.SHRINK
[8888888888000000
[F8000000F8000000
.GRAV
[D8F850F8D8000000

Spoiler For GRAVLEV:
..
[DFDFDF578FDFFFFF]üPic3
Lbl NEW
Lbl LVL
ref(0,0,96,2)
ref(0,0,3,64)
ref(0,62,96,2)
ref(93,0,3,64)
If L=0
¾List(0)üR
¾List(0)üQ
[000000000000000000üD
[000000000000000000
[000000000000000000
[777777777777777000
[000000000000000000
[000000000000000000
[000000000000000000
[000777777777777777
[000000000000000000
[000000000000000000
[000000000000000000
[777777777777777777
5üX
5üY
93üZ
49üÁ
2üN
ElseIf L=1
¾List(0)üR
¾List(0)üQ
[000000000000000000üD
[000000000000000000
[000000000000000000
[770000000000000000
[770000000000000000
[770077000000000000
[770077000000000000
[770077007700000000
[770077007700000000
[770077007700770000
[770077007700770000
[774477447744774477
5üX
5üY
84üZ
57üÁ
4üN
ElseIf L=2
¾List(0)üR
¾List(0)üQ
[333377777777777777üD
[000000000000000000
[000000000000000000
[000777777777777000
[000700000007007000
[000700000007007000
[000000070000007000
[000000070000007000
[777777777777777000
[000000000000000000
[000000000000000000
[777777777777774444
5üX
50üY
64üZ
20üÁ
1üN
ElseIf L=3
¾List(0)üR
¾List(0)üQ
[333733333333333333üD
[000700000000000000
[000777770000000777
[000000000000000000
[000000000000000000
[000000000000000000
[000777000077700000
[000007444444444400
[000007777777777700
[777007000033000000
[000007000000000000
[000007440000004400
8üX
52üY
1üN
33üZ
45üÁ
ElseIf L=4
¾List(2,15,26,4,,3,1,71,26,3,1,1)üR
¾List(0)üQ
[777773333333333777üD
[000000000000000007
[000000000000000007
[770074444444444007
[770077777777778007
[777777777777770007
[600000000000000007
[600000000000000007
[600000000000000007
[600777777777777777
[600000000000000777
[700000000000000777
5üX
7üY
78üZ
53üÁ
2üN
ElseIf L=5
¾List(3,37,22,2,1,1,45,26,4,3,1,41,38,3,3,1)üR
¾List(0)üQ
[000000000000573377üD
[000000000000570077
[007777770000570077
[000000070000570077
[000000070007570037
[444470077777570007
[777770077777770047
[000000070000070077
[009999979900070005
[007777333300070005
[000000000000000077
[000000000000000077
15üX
4üY
88üZ
26üÁ
2üN
End
sub(MAP)

Spoiler For AGRAV:
.GRAVITER
ClrDraw
ClrDrawõ
prgmGRAVTILE
Full
Diagnos
Fix 5
Fix 3
0üL
prgmGRAVLEV
0üTüUüW
1üDüGüF
6üS
For(I,2,S)
ref(S-I/2+X,S-I/2+Y,I,I)
rref(S-I/2+X+1,S-I/2+Y+1,I-2,I-2)
sub(GO)
DispGra
Pause 300
sub(GF)
End
Repeat getKey(15)
If (W=1)
ClrDraw
ClrDrawõ
0üW
L+1üL
Goto NEW
End
sub(GO)
ref(X,Y,S,S)
rref(X,Y,S,S)
If getKey(54) and (G=0)
If (F=1)
4üF
ElseIf F=4
1üF
ElseIf F=2
3üF
ElseIf F=3
2üF
End
1üG
0üT
End
If (F=1) or (F=4)
X-getKey(2)+getKey(3)üX
Else
Y-getKey(4)+getKey(1)üY
End
sub(OFF)
sub(SID)
!If E
!If G
1üG
0üT
End
End
If G
T+1üT
T/4üV
sub(GRV)
End
ref(X,Y,S,S)
rref(X+1,Y+1,S-2,S-2)
DispGra
sub(SPK)
sub(BTN)
sub(END)
sub(GF)
Pause 20
End
Fix 2
ClrDraw
ClrHome
Return

.SUBROUTINES
.GOALON
Lbl GO
U+1üU
If (N=1) or (N=4)
Pt-On(Z,Á,8*((U/6)^4)+Pic10)
Else
Pt-On(Z,Á,8*((U/6)^4)+Pic15)
End
Return

.GOALOFF
Lbl GF
If (N=1) or (N=4)
Pt-ChanZ,Á,8*((U/6)^4)+Pic10)
Else
Pt-ChanZ,Á,8*((U/6)^4)+Pic15)
End
Return

.MAPGEN
Lbl MAP
For(I,0,11)
For(J,0,8)
{I*9+J+D}üA
Pt-On(J*10+3,I*5+2,A/16*8+Pic2)
Pt-On(J*10+8,I*5+2,A^16*8+Pic2)
If A/16=4
Pxl-On(J*10+5,I*5+3)õ
ElseIf A/16=3
Pxl-On(J*10+5,I*5+5)õ
ElseIf A/16=5
Pxl-On(J*10+4,I*5+5)õ
ElseIf A/16=6
Pxl-On(J*10+6,I*5+4)õ
End
If A^16=4
Pxl-On(J*10+10,I*5+3)õ
ElseIf A^16=3
Pxl-On(J*10+10,I*5+5)õ
ElseIf A^16=5
Pxl-On(J*10+7,I*5+5)õ
ElseIf A^16=6
Pxl-On(J*10+13,I*5+4)õ
End
End
End
For(I,1,{R})
I-1*5+1üJ
1ü{R+J+4}
If ({R+J+2}=1) or ({R+J+2}=4)
ref({R+J},{R+J+1},5,3)
rref({R+J},{R+J+1},5,3)
Else
ref({R+J},{R+J+1},3,5)
rref({R+J},{R+J+1},3,5)
End
Pt-On({R+J},{R+J+1},{R+J+2}-1*16+Pic4)
End

If (N=1) or (N=4)
ref(Z,Á,8,2)
rref(Z,Á,8,2)
Else
ref(Z,Á,2,8)
rref(Z,Á,2,8)
End
DispGra
Return

.BUTTONPRESS
Lbl BTN
For(I,1,{R})
I-1*5+1üJ
If (({R+J+2}=1) and ({R+J}-S+1÷X) and ({R+J}+5ùX) and ({R+J+1}+3=Y)) or (({R+J+2}=4) and ({R+J}-S+1÷X) and ({R+J}+5ùX) and ({R+J+1}-S=Y)) or (({R+J+2}=2) and ({R+J}-S=X) and ({R+J+1}-S+1÷Y) and ({R+J+1}+5ùY)) or (({R+J+2}=3) and ({R+J}+3=X) and ({R+J+1}-S+1÷Y) and ({R+J+1}+5ùY)) and {R+J+4}
0ü{R+(J+4)}
{R+J+3}üF
1üG
Pt-Chan{R+J},{R+J+1},{R+J+2}-1*16+Pic4)
Pt-On({R+J},{R+J+1},{R+J+2}-1*2+1*8+Pic4)
End
End
Return

.SPIKETEST
Lbl SPK
For(I,0,S-1)
If ((F=1) and pxl-TesX+I,Y+S)õ) or ((F=2) and pxl-TesX-1,Y+I)õ) or ((F=3) and pxl-TesX+S,Y+I)õ) or ((F=4) and pxl-TesX+I,Y-1)õ)
Goto DTH
End
End
Return

.DEATH
Lbl DTH
DispGra
rref(X,Y,S,S)
For(I,0,6)
sub(GO)
Pt-On(X-1,Y-1,8*I+Pic0)
DispGra
Pause 150
Pt-ChanX-1,Y-1,8*I+Pic0)
sub(GF)
End
ClrDraw
Goto LVL
Return

.ENDGAME
Lbl END
If ((N=1) and (X+1ùZ) and (X+S-9÷Z) and (Y-2=Á)) or ((N=2) and (X+S=Z) and (Y+1ùÁ) and (Y+S-9÷Á)) or ((N=3) and (X-2=Z) and (Y+1ùÁ) and (Y+S-9÷Á)) or ((N=4) and (X+1ùZ) and (X+S-9÷Z) and (Y+S=Á))
For(I,0,S-2)
sub(GO)
If (N=1)
ref(X,Y,S,S-I)
rref(X+1,Y,S-2,S-I-1)
DispGra
ref(X,Y,S,S-I)
rref(X,Y,S,S-I)
ElseIf (N=2)
ref(X+I,Y,S-I,S)
rref(X+I+1,Y+1,S-I-2,S-2)
DispGra
ref(X+I,Y,S-I,S)
rref(X+I,Y,S-I,S)
ElseIf (N=3)
ref(X,Y-I,S,S-I)
rref(X,Y+1,S-1,S-I-2)
DispGra
ref(X,Y-I,S,S-I)
rref(X,Y+1,S-1,S-I-2)
ElseIf (N=4)
ref(X,Y+I,S,S-I)
rref(X+1,Y+I+1,S-2,S-I-1)
DispGra
ref(X,Y+I,S,S-I)
rref(X,Y+I,S,S-I)
End
Pause 300
sub(GF)
End
1üW
End
Return

.OFFEDGE
Lbl OFF
0üE
For(I,0,S-1)
If F=1
pxl-TesX+I,Y+S)+EüE
ElseIf F=2
pxl-TesX-1,Y+I)+EüE
ElseIf F=3
pxl-TesX+S,Y+I)+EüE
ElseIf F=4
pxl-TesX+I,Y-1)+EüE
End
End
Return

.SIDEHIT
Lbl SID
For(I,0,S-1)
If (F=1) or (F=4)
If pxl-TesX+S-1,Y+I)
X-1üX
End
If pxl-TesX,Y+I)
X+1üX
End
Else
If pxl-TesX+I,Y)
Y+1üY
End
If pxl-TesX+I,Y+S-1)
Y-1üY
End
End
End
Return

.GRAVTEST
Lbl GRV
If V
For(I,1,V)
For(J,0,S-1)
If F=1
If pxl-TesX+J,Y+I+S-1)
Y+I-1üY
0üVüG
Return
End
End
If F=2
If pxl-TesX-I-1,Y+J)
X-IüX
0üVüG
Return
End
End
If F=3
If pxl-TesX+I+S-1,Y+J)
X+I-1üX
0üVüG
Return
End
End
If F=4
If pxl-TesX+J,Y-I-1)
Y-IüY
0üVüG
Return
End
End
End
End
End
If F=4
Y-VüY
ElseIf F=1
Y+VüY
ElseIf F=2
X-VüX
ElseIf F=3
X+VüX
End
Return

1522
The Axe Parser Project / Invalid Error
« on: January 15, 2011, 06:34:13 pm »
Whenever I run the program I compiled it gives me an "Invalid" error. I compiled it using the other options as shell, and they all worked. Does this happen when the size of the program reaches a certain limit?

1523
Art / Re: Graviter art
« on: January 15, 2011, 04:58:31 pm »
When I try importing Nemo's pic into Tokens IDE and then exporting it as a .8xi, it crops the picture about 1/4 its actual size. Also, when I try moving the picture to the calculator it gives me an "invalid name" error. Fixes?

1524
Art / Re: Graviter art
« on: January 15, 2011, 12:55:42 am »
No I meant like how do I import it into an axe program? The .8xi file I meant.

1525
Art / Re: Graviter art
« on: January 14, 2011, 07:37:45 pm »
Darn, these look great! I didn't know so many of you would reply, and thanks to you all. I think I'll go with Nemo's but I didn't check out ScoutDavid's yet. This is probably a dumb question, but how do you convert a png to .8xi and use it in an axe program? Thanks in advance.

1526
Art / Re: Graviter art
« on: January 14, 2011, 02:40:01 pm »
Ver nice. I might use this, but I had a more - rectangular? like more "futuristic" concept in mind. I'll think about it, but thanks anyways :D

1527
Axe / Re: Button Press Routine
« on: January 14, 2011, 02:37:21 pm »
Okay, since my code is probably over the limit for Axe programs (not applications) since it gives me an Invalid error every time I ran it. So, I deleted all my text routines which were creating about 4000 bytes worth and tried it using a program instead. This time, when I run it the buttons depress normally and everything works except for when you die, after which the buttons stop working for some reason. I'll post my code later if you need to see it.

1528
Axe / Re: Button Press Routine
« on: January 14, 2011, 02:34:51 am »
It's definetely triggered. I'll attach the compiled level for you to see. The button flickers since the Pt-Change keeps on occurring, but the text indicator at bottom right shows that it still stays at 1.

1529
Axe / Button Press Routine
« on: January 14, 2011, 02:12:07 am »
I have this subroutine:

.BUTTONPRESS
Lbl BTN
For(I,1,{R})
I-1*5+1üJ
Text(88,56,{R+J+4}åDec)
If (({R+J+2}=1) and ({R+J}-S+1÷X) and ({R+J}+5ùX) and ({R+J+1}+3=Y)) or (({R+J+2}=4) and ({R+J}-S+1÷X) and ({R+J}+5ùX) and ({R+J+1}-S=Y)) and {R+J+4}
0ü{R+J+4}
{R+J+3}üF
1üG
Pt-Chan{R+J},{R+J+1},{R+J+2}-1*16+Pic4)
Pt-On({R+J},{R+J+1},{R+J+2}-1*2+1*8+Pic4)
End
End
Return

but 0 doesn't get stored into {R+J+4} for some reason. 'elp?

1530
Art / Re: Graviter art
« on: January 14, 2011, 01:26:24 am »
Cool thanks :D

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