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Messages - shmibs
Pages: 1 ... 29 30 [31] 32 33 ... 126
451
« on: October 03, 2012, 09:26:48 pm »
you are doing several things "wrong" firstly, you didn't clear the buffers before drawing to them. the front and back buffers are free ram areas that other things can and do use, so you need to clear them yourself with ClearDraw and ClearDraw^^r before drawing anything there or you will end up with the "junk" you mentioned. secondly, all you are doing with that pt-on command is drawing to the front buffer. axe doesn't have a "draw to both front and back" command yet, although people have poked runer about it, so it may be added soon-ish. as of right now, you have to draw them separately, so that would mean drawing the first 8 bytes to the front buffer with pt-on(15,20,Pic1) and then the second 8 bytes in a sprite to the back buffer with pt-on(15,20,Pic1+8)^^r
452
« on: October 03, 2012, 09:15:09 pm »
just so people know, tileit can still only do 128*128 maps, so trying to open a larger one won't work.
editing the hex directly is useful =D
453
« on: October 03, 2012, 08:54:07 pm »
alright, here is a working mono/threelevel/fourlevel grey version. the controls are almost identical to what they were before, with the only exceptions being that trace now switches between the three colour modes (the default is mono) and mode draw to the back buffer in the tile editor. this current version is a bit slow, because i was sloppy while throwing together this behemoth before, so it only runs on 15mhz and the grey still looks a bit ugly. if you are leafy, or if you want to use it now for some other reason, go ahead and download it, but it hasn't been tested very exhaustively yet, so it might explode. oh, and if you see any obvious optimisations in this section: .EXPORT !If H-3 If D=51 or (D=15) 0->A->B->D->HEnd !If D-52 ->A->B->D 2->H 6->GEnd !If D-53 ->A->B->D 1->HEnd
!If D-1 A<9+A->AEnd !If D-4 A-(A>0)->AEnd If D=3 or (D=2) If A/5 A-5->AElse A+5->AEnd End Lbl EXD ClrDraw 7:While ->L+1 7:While ->M+1 !If M>1 and (M<7) 0->T Else 768-(A/5*320)->T End Pt-On(L*8,M*8,M*8+L*8-T+Pic6 M-1:End L-1:End Pt-On(7,A^5*6+23,Pic8 StorePic If H>3 Return End
!If D-54 5->H If A>4 and (A<7) or (A<4) For(L,1,10 0->{L+L1}End If A<4 21->{L1} Else 5->{L1} End 0->U->D->B 4->H
!If A*(A-5) If {L2}-95 Copy(L2,L1+1,8 length(L1+1)->U !If A-5 !If U-8 83->{L1+8} Else 83->{L1+U+1} U++ End:End End:End !If A-1*(A-6) If {L2+10}-95 Copy(L2+10,L1+1,8 length(L1+1)->U !If A-6 !If U-8 77->{L1+8} Else 77->{L1+U+1} U++ End:End End:End End !If A-4 6->H End If A<10 and (A>6) 6->HEnd End
End .MAP EDIT !If H-2 !If D-51 3->HEnd If D=52 or (D=15) 0->H->DEnd !If D-53 1->HEnd
If G<5 If getKey(48) If getKey(3) P<128+P->PEnd If getKey(2) P-(P>8)->PEnd N-(N+8>P)->N If getKey(1) Q<128+Q->QEnd If getKey(4) Q-(Q>8)->Q O-(O+8>Q)->OEnd 6->GEnd
End
If D
If D-1<4 !If D-3 N+8<P*(A=7)+N->N A<7+A->AEnd !If D-2 N-(N>0*(A=0))->N A-(A>0)->AEnd !If D-1 O+8<Q*(B=7)+O->O B<7+B->BEnd !If D-4 O-(O>0*(B=0))->O B-(B>0)->BEnd 6->GElse
O+B*128+N+A+Y->T .SELECT BY MAP !If D-40 {T}->E 8->GEnd
!If D-54 .ADD TO UNDO STACK If {L1+20} {L1+20}+1 While -1->L {L-1*3+L1+21}->{L*3+L1+21} {L-1*3+L1+22}^^r->{L*3+L1+22}^^r L:End:End {T}->{L1+21} T->{L1+22}^^r {L1+20}+({L1+20}<128)->{L1+20} E->{T}End .UNDO !If D-55 If {L1+20} {L1+21}->{{L1+22}^^r} Copy(L1+24,L1+21,384 {L1+20}-1->{L1+20} End:End
End:End
.DRAW 7:While ->L+1 7:While ->M+1 O+M*128+L+N+Y->T If {T}<=F Pt-Off(L*8,M*8,{T}*8+Z Pt-Off(L*8,M*8,{T}*8+Z+2048)^^r Else Pt-Off(L*8,M*8,Z Pt-Off(L*8,M*8,Z+2048)^^r End M-1:End L-1:End If G If getKey(48) Rect(0,0,64,14 RectI(1,0,62,13 Rect(0,0,64,14)^^r RectI(1,0,62,13)^^r N>10*4+(N>100*4)->T O>10*4+(O>100*4)->U N+7>9*4+(N+7>99*4)->V O+7>9*4+(O+7>99*4)->W Text(2,0,"X:" Text(2,6,"Y:" Text(9,0,N>Dec Text(9,6,O>Dec Text(T+13,0,"-" Text(U+13,6,"-" Text(T+17,0,N+7>Dec Text(U+17,6,O+7>Dec Text(T+V+21,0,"/" Text(U+W+21,6,"/" Text(T+V+25,0,P>Dec Text(U+W+25,6,Q>Dec Else Pt-Change(A*8,B*8,Pic4 End Else 0->T End Else .SET EDIT !If H-1 If D=53 or (D=15) 0->H->DEnd !If D-52 2->H 6->GEnd !If D-51 3->HEnd
If D If D-1<4
!If D-3 A<7+A->AEnd !If D-2 A-(A>0)->AEnd !If D-1 B<7+B->BEnd !If D-4 B-(B>0)->BEnd
Else
!If D-56 Fill(E*8+Z,8,0) Fill(E*8+Z+2048,8,0) End
.NUM COMMANDS If D>17 and (D<37) E*8+Z->T+2048->S !If D-36 Copy(rotCC(T),T,8 Copy(rotCC(S),S,8 End !If D-28 Copy(T+1,L1,7 {T}->{T+7} Copy(L1,T,7 Copy(S+1,L1,7 {S}->{S+7} Copy(L1,S,7 End !If D-20 Copy(rotC(T),T,8 Copy(rotC(S),S,8 End !If D-35 For(L,0,7 {T+L}*2+(/256)->{T+L} {S+L}*2+(/256)->{S+L} End:End !If D-27 For(L,0,7 {T+L} xor 255->{T+L} {S+L} xor 255->{S+L} End:End !If D-19 For(L,0,7 {T+L}*257/2^256->{T+L} {S+L}*257/2^256->{S+L} End:End !If D-34 Copy(flipH(T),T,8 Copy(flipH(S),S,8 End !If D-26 Copy(T,L1,7 {T+7}->{T} Copy(L1,T+1,7 Copy(S,L1,7 {S+7}->{S} Copy(L1,S+1,7 End !If D-18 Copy(flipV(T),T,8 Copy(flipV(S),S,8 End If E>F E->FEnd End
End:End
.ANIMATION If {L2+400} !If D-32 ->{L2+400} 8->G End !If G 2->G E++ If E>F -1->EEnd End Else !If D-32 +1->{L2+400} 0->E+1->G End:End
If D
.COPY/PASTE !If D-40 Copy(E*8+Z,L5,8 Copy(E*8+Z+2048,L5+8,8 End !If D-48 Copy(L5,E*8+Z,8 Copy(L5+8,E*8+Z+2048,8 If E>F E->FEnd End !If D-47 7:While ->L+1 {E*8+Z+L} or {L+L5}->{E*8+Z+L} {E*8+Z+L+2048} or {L+L5+8}->{E*8+Z+L+2048} L-1:End If E>F E->FEnd End !If D-46 7:While ->L+1 {E*8+Z+L} xor {L+L5}->{E*8+Z+L} {E*8+Z+L+2048} xor {L+L5+8}->{E*8+Z+L+2048} L-1:End If E>F E->FEnd End
If (D=54)+(D=55) E*8+B+Z->T !If D-55 T+2048->T End If {T}[e]A {T}-e^((7-A))->{T}Else {T}+e^((7-A))->{T}End If E>F E->FEnd End
End
7:While ->L+1 7:While ->M+1 Pt-On(L*8,M*8,C/4*8+Pic3 M-1:End L-1:End StorePic 7:While ->L+1 7:While ->M+1 If {E*8+M+Z}[e]L Pt-On(L*8,M*8,Pic2 End If {E*8+M+Z+2048}[e]L Pt-On(L*8,M*8,Pic2)^^r End M-1:End L-1:End Pt-Change(A*8,B*8,Pic1 Pt-Change(A*8,B*8,Pic1)^^r End:End .INFO !If H !If D-53 1->HEnd !If D-52 2->H 6->GEnd !If D-51 3->HEnd
If D
If D-1<4 8->G !If D-3 E^4<3+E->EEnd !If D-2 E-(E^4>0)->EEnd !If D-1 E<252*4+E->EEnd !If D-4 E-(E>3*4)->EEnd End
.COPY/PASTE !If D-40 Copy(E*8+Z,L5,8 End !If D-48 Copy(L5,E*8+Z,8 If E>F E->FEnd End !If D-47 7:While ->L+1 {E*8+Z+L} or {L+L5}->{E*8+Z+L} L-1:End If E>F E->FEnd End !If D-46 7:While ->L+1 {E*8+Z+L} xor {L+L5}->{E*8+Z+L} L-1:End If E>F E->FEnd End
!If D-54 E->FEnd
End
ClrDraw Text(30,19,L2 Text(30,25,(E+1)>Dec Text(46,25,(F+1)>Dec Text(30,33,L2+10 Text(30,39,N>Dec Text(46,39,P>Dec Text(30,45,O>Dec Text(46,45,Q>Dec 7:While ->L+1 7:While ->M+1 Pt-On(L*8,M*8,M*8+L*8+Pic6 M-1:End L-1:End
StorePic End
32:While ->L+1 Pt-On(L^4*8+64,L/4*8,C/6*8+Pic5 L-1:End
!If E/32>(F/32) !If E/32-(F/32) F^32->TElse 32->TEnd E/32*256+Z->S T:While ->L+1 Pt-Off(L^4*8+64,L/4*8,L*8+S Pt-Off(L^4*8+64,L/4*8,L*8+S+2048)^^r L-1:End End
If G Pt-Change(E^32^4*8+64,E^32/4*8,Pic4 G-- End If D-15 !If R-2 DispGraph^^r^^r Else!If R DispGraph Else DispGraph^^r End End C++ !If C-12 ->CEnd End If GetCalc(Str3,16)->theta Copy(L2,theta,8) Copy(L2+10,theta+8,8) End DelVar Str1 DelVar Str2 Return
.TO STRING Lbl STR nib{r1+L*2}->T T>9*7+48+T->{L*2+theta} nib{r1+L*2+1}->T T>9*7+48+T->{L*2+theta+1} Return
.DRAW PROG BAR Lbl BAR sub(EXD) For(M,0,r1 Pt-On(M+3,54,Pic9 End DispGraph Return
.EXP ERROR Lbl ERR Rect(19,33,25,9 RectI(20,34,23,7 Text(21,34,"ERROR!" !If D ->UEnd !If U If D 3->HEnd End Return or if you run into any bugs, let me know =) there are a bunch of obvious changes, like not clearing/redrawing the screen every single time and moving the portions in the "if H-n" statements into subroutines, but things like that would require massive rewrites and restructuring, which i'm not really up to right now  TILE and TDATA are the source. oh, and the grey doesn't look nearly as good on calc as it does in this screenie.
454
« on: September 30, 2012, 07:27:03 pm »
well, * shmibs thinks that it looks good. there isn't really any way it could be improved.
455
« on: September 30, 2012, 04:54:32 pm »
the screenshot method i was using was selecting an area, and i have an overlay colour for selections, so it was recording that, too  i fixed them already. and here's the 8xv: EDIT: and the current tileIt source. by the way, peoples, don't go using this just yet because there are still bugs and things. DOUBLE EDIT: and here's a video of the shifting bug. it's only affecting the back buffer. i cleared my cache and things before recording.
456
« on: September 30, 2012, 04:52:54 pm »
speaking of spam floods, old forums that are inhabited by nothing else can be pretty funny sometimes. here one that was particularly great: check out this post and then take a look here
457
« on: September 30, 2012, 04:36:11 pm »
deep, switching to a tile is making its contents shift down out of the sprite. i got tileIt to save and load sets properly now, so i tested a set from that as well, and it's not opening properly. here is the set in tileIt and the way it's opened in pixelscape:
458
« on: September 30, 2012, 04:03:15 pm »
it's the latter. i usually delete a spam account or two that's caught by the filter trying to sign up every time i log on. anywhere that doesn't filter ends up being flooded, no matter how obscure it may be.
459
« on: September 28, 2012, 08:42:06 pm »
thanks a bundle for sticking with it, james!
460
« on: September 26, 2012, 09:32:12 pm »
that's not too bad =) hooray for having internets all the time =D
461
« on: September 26, 2012, 05:40:09 pm »
hooray for arch and ephan changed his name again?
462
« on: September 25, 2012, 06:48:18 pm »
no, up there i was just using dynamic tiles to distinguish spots that haven't been filled yet from actual tiles. it was pretty arbitrary, and i might change that as well.
463
« on: September 25, 2012, 06:28:45 pm »
mp3s use complex compression algorithms to reduce file sizes, so an on-calc player for them isn't feasible, let alone one that reads usb and playss at the same time. you could write an application to read and play simpler files, maybe something that reuses code directly from usb8x when it's on the calculator, but it would be difficult, time consuming, and, with the proclivity of smaller, cheaper devices with larger internal storage space and the ability to decode better compression formats, ultimately pointless. it would be cool, though
464
« on: September 25, 2012, 03:04:34 pm »
* shmibs is working to make this support 3/4 level grey, seeing as how so many people complained  actually writing this is going to be fairly simple; the only difficult part is going to be in trying to optimise things afterwards so the grey actually looks decent, as i sort of didn't even try before because it wasn't necessary.
465
« on: September 25, 2012, 02:39:51 pm »
there are links under Major Community Projects on the Forum tab, we have a search engine (although be sure to use it from the home screen), and there is a grammer link in xeda's signature just above. here, though: batlibgrammer
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