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Messages - shmibs
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1456
« on: November 08, 2010, 12:32:30 am »
/\may the power of christ compel you implies that it does not yet have the power to do so. just saying  also:666 does not signify the devil, but rather the antichrist, Nero. as in the Roman emperor.
1457
« on: November 08, 2010, 12:10:04 am »
The answer is carried from if statements, but that was an !If statement which activates when the expression following it equals zero, so zero carries to the next line. wow, i don't think i've derped that badly in some time. thanks for your patience  Quote from: Builderboy on Today at 23:02:34 I wonder if this can be modified to scroll in arbitrary distances... (up to 8 pixels of course)
I'll try my best Tongue that would be EXCEEDINGLY helpful! I've deduced that scrolling more that 1 pixel per frame means that you would have to display more than 1 column of sprites per scroll, so it would be slower for sure, but i don't think the speed difference would be that large hopefully. wait, so i got something right?
1458
« on: November 07, 2010, 08:49:53 pm »
ooh, shiny! i personally wouldn't have a use for it(although if it worked the other way around i'd be able to test out Jumpman on real hardwarez), but somebody definitely will.
1459
« on: November 07, 2010, 08:46:58 pm »
/\i had to put on hand on the mouse and the other on the keyboard
nemo:i like!
1460
« on: November 07, 2010, 08:41:11 pm »
/\i cant. that button refuses to function under my current setup for browsing the forums.
1461
« on: November 07, 2010, 08:27:22 pm »
:!Ifθ+1→θ-10 :→θ so... if, after being incremented, θ=10 then 1→θ? runer, your optimisation is incredible. EDIT: i just realised that i've been storing data to GDB1 or whatever, using another variable as the offset, and then calling GDB1 plus the variable (habit carried over from BASIC) when this whole time i could have just stored GDB1 to the variable initially. see, i'm learning already  DOUBLE EDIT:0→θ, eh? so answer isn't carried from if statements. i should really learn the syntax BEFORE messing around with a code.
1462
« on: November 07, 2010, 08:14:22 pm »
this sounds like it might be a little cramped, but with fewer bullets you could make it work(and save processing power as well =D). good luck and all that!
1463
« on: November 07, 2010, 01:39:54 pm »
KOS is built to entirely replace the TIOS, so no, it is not an application.
1464
« on: November 07, 2010, 01:32:18 pm »
A form of Basic will be supported, and Quigibo has expressed interest in porting Axe. Quote from: shmibs on Yesterday at 20:18:32 however, i have one concern: if the number of basic helper libs on ticalc is anything to go by, i'm not sure 65536 is a large enough number for user-created libraries Tongue Well, Basic libs will be done differently. 65536 is the number of assembly libs. it was a poorly constructed attempt at a joke  by the way, if BASIC is already going to be customised can't you just have the additional functionality things like xlib would provide to begin with?
1465
« on: November 07, 2010, 10:57:50 am »
/\during the boss battles the number of bullets was certainly high enough to match any other game out there. think "moving maze in which a single touch to any wall is an instant death"
1466
« on: November 07, 2010, 10:53:42 am »
pogo is one of my favourites! personally, i prefer bangarang.
1467
« on: November 06, 2010, 08:36:20 pm »
i guess that must have something to do with the way axe handles the ->DispGraph command, then. in case anybody knows:does it clear the entire screen before it starts copying the data to the lcd? if not i'm sorely confused(it should just be copying black onto already black pixels, resulting in no change)
1468
« on: November 06, 2010, 08:18:32 pm »
i'm about as nubbly as one can get with asm, but this looks very nice, particularly the clipboard and built in support for gray images. however, i have one concern: if the number of basic helper libs on ticalc is anything to go by, i'm not sure 65536 is a large enough number for user-created libraries  in all earnestness: aside from the multithreads(which is enough of a benefit to outway the problems people will have with them), this looks like transitions for experienced asm-coders should be pretty smooth =D
1469
« on: November 06, 2010, 07:59:33 pm »
you can try it out by downloading my program or by using the following code: Code:
:.AXE :[Pic1->Pic1 (where Pic1 is basically a black screen) :DiagnosticOff :Repeat getkey(0) :Pic1->Dispgraph :End
i might be missing something, but wouldn't that just turn the screen black and leave it that way???
1470
« on: November 06, 2010, 07:52:42 pm »
an executable asm prog, be it written in pure asm or compiled axe, can contain no more than the 8k limit for executable code. programs can be larger than that limit, but any data beyond the 8811th byte(or whatever it is) must be read-only data (str1 or whatever, if you're using axe). if you are using axe, however, staying under this limit can be tricky because some of the subroutines(like DispGraph or whatever) get stored at the end of the program, and, if the compiler runs into a data storage command before then(again, str1 or whatever), it will append the data before the subroutine code instead of putting all the data at the end. just clearing things up because it looked like there was still some confusion after finale's post.
also Aichi: just use an app and then put all your data in appvars or progs
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