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Messages - shmibs
Pages: 1 ... 40 41 [42] 43 44 ... 126
616
« on: June 22, 2012, 12:33:53 pm »
Update! added exporting to axe source, cleaned up text entry a bit, added auto-reloading the last files worked on, added clear-all option with [Graph], and made the save option auto-copy in the name of the currently opened file, if one is opened.
and... i think it's about time for a release. if nobody finds any glaring bugs, i think i'll upload this soon =D
EDIT: fixed a dumb parentheses bug
617
« on: June 22, 2012, 10:33:32 am »
arch really is probably the best other choice. you can make it as light as you want, and there is plenty of forum support.
618
« on: June 21, 2012, 08:52:02 pm »
if you don't change the fonts, the danger is that the fonts won't be changed, until something else changes them. nothing bad should happen of it. as for interrupts, the OS's interrupts won't be reinstated, or something like that, and you can expect crashes, i believe.
619
« on: June 21, 2012, 10:50:24 am »
both bars seem a bit tall; is that the default nspire button height or something? and the first seems more natural, but, if it fits in more closely with everything else, i'd go with the second.
620
« on: June 20, 2012, 11:39:59 pm »
the built-in input routine in axe isn't really worth using. instead, you should use the getkey command and custom design your own interface. to maintain speed and size optimisation, getkey uses the same values as the OS does, rather than the BASIC getkey layout. numbers 0,1,4,7 are values 33-36, 2,5,8 are 26-28, 3,6,9 are 18-20, and enter is 9. to test them, just stick a line that says getkey->D (or any other variable) before all your key tests and then have if statements later on that say If D=value (or !If D-value, if you want a faster, but slightly less intelligible version). then you'll have to use the Text or Disp commands to display values. the little r is accessible through Angle,3, and it's used, for the most part, to indicate that a drawing function should draw to the back buffer rather than the front buffer. one of the main reasons that asm is so much faster than BASIC is that all it's drawing functions update the screen immediately as things are drawn, which requires sending 768 bytes to the LCD every time, while setting a few pixels in axe requires only copying a few bytes to the screen buffer and then sending those values to the LCD manually when you use the DispGraph command. there is also a second buffer, called the back buffer, that can have completely different things drawn to it simultaneously, and it can be drawn through L 6->DispGraph, or used in tandem with the other buffer to draw greyscale images. as for where to post, if you're looking for a thread to ask quick questions like this, head on over to Axe Q&A, or if you have a more in-depth question, create a new topic in the Axe Language subforum.
621
« on: June 19, 2012, 07:09:04 pm »
update! lowercase input is now supported, and exporting map to matrix, set to pic, and map to pic all function =D now all that's left is axe source.
622
« on: June 19, 2012, 11:00:31 am »
here you go. this one uses hex and allows lowercase characters in variable names. =)
623
« on: June 19, 2012, 03:18:41 am »
* shmibs wonders if we'll get source/explanation stuff.
624
« on: June 19, 2012, 01:33:03 am »
625
« on: June 18, 2012, 11:19:20 pm »
hey, you! darl has some great advice. reading the documentation should always be your first step when trying to learn a new language. beyond that. the easiest way to get help is to think of something specific you want to accomplish (i.e. draw a character that can be moved around the screen, make a simple pong game, or something like that) and then ask on here how you could go about accomplishing it. good luck!
626
« on: June 18, 2012, 04:36:45 pm »
i made a quick viewer/single byte editor for programs/appvars to help debug exporting things and thought other people might find it useful for things like debugging high score appvars or making quick modifications to things. it only edits variables in RAM, though.
627
« on: June 18, 2012, 02:01:03 am »
yay for mate!
628
« on: June 16, 2012, 10:29:40 pm »
yeah, it's a bit weird how we both ended up making the same thing at the same time :p yours looks great, by the way. i was using it earlier, and it's nice to be able to just click and drag to draw. * shmibs thinks they will work together well =D
629
« on: June 16, 2012, 12:34:06 pm »
ticonnect and tilp don't use the same drivers for cables.
630
« on: June 16, 2012, 12:52:56 am »
update! draw functions! the set editor now does all the usual things. hotkeys are the numpad (4 shifts left, 8 shifts up, 5 inverts, 9 rotates right, etc). XTthetaN now acts as a copy key for the set (pressing alpha pastes) and a tile selector for the map, so a certain tile in the tileset can be selected directly from the map instead of by moving the cursor around.
EDIT: oh, and i changed the file tab and fixed a few bugs again.
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