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Messages - shmibs

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181
Axe / Re: Axe Language
« on: August 07, 2013, 03:01:53 pm »
/\i didn't know it disabled them. thanks =)

in that case, you'll have to piece together an input routine of your own (which is probably a good idea anyways, because the "built in" input routine is a bit messy). there are lots of examples floating around the forums that you could steal and use with practically no changes. give it a quick search =)

182
General Discussion / Re: Jazz
« on: August 07, 2013, 02:53:22 pm »
Quote from: omnomirc
11:47        * shmibs is hearing: ♫ Wave by Tim Kliphuis from Live in Glasgow ♫
* shmibs is very much a fan =D
to be more specific, i'm more into bebop and gypsy swing than anything else. the more complex, impromptu instrumentals the better =D

how little attention these things get today is sad. a couple of modern projects i've gotten excited about and that might interest other people, though, are Caravan Palace (an "electroswing" group that actually puts more emphasis on the "swing" part than the "electro", using the synths etcetera as just another instrument in the ensemble, which i haven't seen anybody else do to date), and Sakamichi no Apollon, a recent anime from Yokko Kano, Shinichiro Watanabe, et al. with fun remixes of classics accompanied with LOTS AND LOTS of beautifully animated playing of instruments.

183
Axe / Re: Axe Language
« on: August 07, 2013, 02:38:12 pm »
fnInt(NAME,6)

FnOn
Repeat getkey(15)
input
End

LnReg^r

Return

Lbl NAME
<interrupt code goes here>

184
Axe / Re: Axe Language
« on: August 07, 2013, 02:29:36 pm »
like i said, look in the included documentation for whatever version of axe you downloaded. basically, though, all you have to do is set the interrupt frequency (how often the subroutine will be called) and destination (the name of the subroutine to be called) with
Code: [Select]
fnInt(LBL,FREQ)use
Code: [Select]
FnOnto enable the interrupt when you want it running, use
Code: [Select]
FnOffany time within your code when you want to temporarily disable them, and
Code: [Select]
LnReg^rbefore exiting your program to disable the interrupts and clean things up again for the os.

EDIT: also, these interrupts are fired VERY rapidly, much more rapidly than your battery icon need be redrawn or any battery checking need to be done. for the best results on this project, you should set frequency to 6 (the highest number allowed. higher numbers indicate a lower frequency because it's talking about the duration between interrupts, so i guess "period" would probably be a better description than "frequency" for this field) and then only check once out of every several times the subroutine is executed or (if you're running on a model with crystal timers), use those and (check the battery|update the battery icon) only every second or so.

185
Site Feedback and Questions / Re: Signatures & ponies
« on: August 07, 2013, 01:54:47 pm »
By the way, I wonder if it would be possible for people to not abuse the words "anypony", "somepony" and "nopony" in calc/programming/help topics and preferably non-humoristic ones too? I don't really mind if those words appears in some rare occasions (such as until a few weeks ago), but if you start using them in every sentence like recently, then this causes the same problem as people who use poor spelling: Google translate totally butchers those sentences (making it much harder for our foreign members to dechiper posts). Besides, we prefer that our members try to use good spelling, proper punctuation and grammar if they know how, so I guess it would also be a good idea to not deliberately mispell words either. :P

Quote
English: Anybody who use good grammar gets higher respect from everybody and nobody will look upon somebody for this.
French: Quiconque utilise une bonne grammaire devient plus grand respect de tout le monde et personne ne va regarder quelqu'un pour cela.

Quote
English: Anypony who use good grammar gets higher respect from everypony and nopony will look upon somepony for this.
French: Anypony qui utilisent la grammaire devient plus grand respect de everypony et nopony se penchera sur somepony pour cela.

As you know, Google Translate already has some troubles translating stuff properly, but at least in the first sentence, French people can understand. In the 2nd sentence, it sounds more like text from an adult MLP fanfic featuring grammar fetishes.

to everyone: keep in mind that there are no rules against post contents apart from those which are blatantly illegal or intentionally (hurtful|damaging) as listed here. thus, if you feel uncomfortable using other pronouns (or saying/not saying anything else), feel free to go ahead and act how you want. however, if you have no particular (affinity for a certain unconventional|aversion to a conventional) phrasing, it is generally good practice to express yourself as clearly as possible, both for your own sake (getting your point across) and for the sake of others (them understanding you). again, this is just a piece of advice (and would be equally as helpful if applied to real-life interactions).

186
Axe / Re: Axe Language
« on: August 07, 2013, 12:58:20 am »
you CAN do other things while running the Input command if you use interrupts. interrupts do exactly what they sound like; they interrupt whatever code is running at regular intervals in order to run something else before returning you back to your previous position to continue running there. it isn't too difficult to manage in axe, and the documentation explains fairly thoroughly, so i won't go into more detail.

if you want to display this during normal homescreen operations, though, then the problem becomes more difficult. i think it could be managed with a somewhat hackish combination of hooks (something like using the cursor hook for a makeshift timer to update your battery icon periodically and then using the homescreen hook to redraw it whenever the screen has been updated). i'm not the person to ask about how to manage this, how good it would look, or if it's even possible, though :P.

187
Axe / Re: Problem with shooter code
« on: August 04, 2013, 11:11:56 pm »
there are no "signed" and "unsigned" integers in axe. all integers are the same. the following from the somewhat-outdated but still useful Documentation.pdf explains how this works out:

Spoiler For "quote from Documentation.pdf:
Alright, now to the fun stuff! Okay, this is one of the most important differences between
Axe and BASIC. Numbers in Axe are all 16-bit integers meaning that there's no such
thing as fractions and decimals. What the 16-bit part of it means is that a number can
only hold a value between 0 and 65,535. This is called the unsigned number system
meaning that there is no sign: all the numbers are positive.
Now wait a minute you say, what if I want to use negative numbers? Well in that case,
you want to use signed representation. The way that works is that we cut our range in
half and say that all the numbers on one side are positive and numbers on the other
side are negative. So numbers from 0 to 32767 we still say are positive but now the
numbers from 32768 to 65535 we say are actually -32768 to -1. So our new range is
-32,768 to 32,767
Remember, both representations are really the exact same number. It's just a different
way of representing it. So -1 really is the same number as 65535. And I'm not just
making this up, the mathematics works this way. If you add 65535 to a number you get
exactly the same result as if you subtracted 1! How the heck does that happen? That
brings me to my next point which is modular arithmetic.

Remember, we can only hold values between 0 and 65535 right? Well what happens if
we keep adding and overflow the maximum value? Let's count by constantly adding 1:
0,1,2,3,...,65533,65534,65535,0,1,2,3...
Do you see what happened? Once you pass the maximum, you loop around back to 0
again. Signed representation does the same thing, best illustrated by this xkcd comic:
[image with a fellow counting sheep here. when he gets to 32,767, he loops back
around to -32,768 and starts counting up]

basically, what this means is that you can just use plain integers and not worry about it (unless you're using division, in which case a single division symbol will yield an unsigned division while two symbols will yield a signed division).

as for single and multi-byte numbers, all of axe's variables are two-byte numbers by default and all referenced positions are single-byte numbers by default. if you want to access a single byte of a variable, you have to use the variable's location to reference it, and, if you want to read some given location as a two-byte number, you add a ^r (that's Angle+3) after the curly braces (so something like {Pic1+8}^r, for example).


EDIT: also, please don't double post (post twice consecutively in the same topic under 24 hours). if you use the "Modify" button to edit your post (like i did just now with this post), the topic will be marked as unread again for everyone.

188
TI Z80 / Re: IES: online Axe, BASIC, and Grammer editor
« on: August 04, 2013, 05:14:38 pm »
adding this to geany would be the best thing =D. unfortunately, their lexer doesn't allow custom syntax highlighting methods yet (well, it's possible, but there's no official supported way). they're working on it, though.

189
Axe / Re: Problem with shooter code
« on: August 04, 2013, 05:09:13 pm »
a simpler, faster method to manage this would be to just make your playing area be larger than the actual screen resolution by some factor of two. then you can accomplish this with only a single slope calculation when the bullet is initially fired and without using anything but simple integers. what this looks like in realisation would be having a one byte each for x and y positions (or two for x, if you choose a factor greater than two and thus end up with more than 192 horizontal logical pixels mapped to your 96 physical pixels), and one byte each for the x and y velocities (or a nibble, if you want to conserve space). then just add the velocities to the positions each frame and then map the resulting logical positions to their physical positions with a quick division by your chosen factor of two (sure, other factors could be used, but they would be MUCH slower). thus, if you chose a factor of four and only set the x velocity to 1, your bullet would only "drift" over one physical pixel every 4 frames.

190
TI Z80 / Re: tok8x: a very simple on-computer tokeniser/detokeniser
« on: August 04, 2013, 04:50:08 pm »
yup, that's the way it works =)
thanks!

191
TI Z80 / Re: tok8x: a very simple on-computer tokeniser/detokeniser
« on: July 28, 2013, 02:28:53 pm »
/\ignore that entirely. it's a problem of me having no memory. right now, programs generated without a specified name are always named "A", but i had completely forgotten that and thus was looking for something that wasn't there.
* shmibs goes to change it so that it defaults to the first 8 letters of the filename instead.

192
Site Feedback and Questions / Re: New Signature Limitations
« on: July 26, 2013, 08:03:33 pm »
that, and page loading times have been getting progressively worse and worse recently because people keep piling more and more things into their signatures

193
TI Z80 / Re: tok8x: a very simple on-computer tokeniser/detokeniser
« on: July 25, 2013, 02:18:34 pm »
well, apparently i exploded something or other at some point, because it isn't working now. this version was more of a proof of concept than anything else, really, though, so i guess i'll try to redo it properly over this weekend. the long, tedious bit of writing out all the tokens is done, though, so there's nothing to worry about there.

194
Miscellaneous / Re: Post your Steam Library
« on: July 25, 2013, 12:54:50 am »
here's mine:



* shmibs can't stand steam for two reasons: firstly, for desensitising people to DRM, and, secondly, for bringing windows people, and thus the windows mentality of "let's sell everything! we have to maintain our brand name! if the user's ideas for the project don't match my own, he can just shove off" to the linux desktop and the FOSS community. the very last thing we need is more gnome and ubuntu. i suppose that's neither here nor there, though :P

portal 2 looks fun. what sort of online multiplayer does it have?

195
Miscellaneous / Re: Post your desktop
« on: July 24, 2013, 12:35:14 am »
gedit uses gtk3, so it takes longer to load etcetera, and it has fewer features because the gnome team has been working to faze out everything they don't find fitting for their "brand name". pluma also integrates with mate's preferences (though i don't think there's a difference any more)

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