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Messages - ztrumpet
Pages: 1 ... 91 92 [93] 94 95 ... 385
1381
« on: April 10, 2011, 01:46:37 pm »
I've always wondered: Wouldn't the method Runer described cause a memory leak in the stack because everything wasn't poped off the stack before placing the return address on the stack?
Nope, there'll be junk data where the stack used to extend, but it gets overwritten anyway, so it doesn't really matter.
Ah, gotcha. It makes sense now.  Thanks!
1382
« on: April 10, 2011, 01:42:10 pm »
I've always wondered: Wouldn't the method Runer described cause a memory leak in the stack because everything wasn't poped off the stack before placing the return address on the stack?
1383
« on: April 10, 2011, 11:52:29 am »
MP OS? And isn't the Mode Menu thing fixable by like just going to the graph table or something?
Here, read this: http://ourl.ca/4059/74879 The edit is especially noteworthy.
1384
« on: April 10, 2011, 11:47:23 am »
I'm not sure any more, but I know Minesweeper was around 500 bytes, so I think I'll let Lights Out slide in.
1385
« on: April 10, 2011, 11:40:24 am »
So... I made a Lights Out game, but it's a little big. Should I still include it, even though it's 422 bytes?
1386
« on: April 10, 2011, 10:57:52 am »
Very nice, Deep! I like the orange in it a lot.
1387
« on: April 09, 2011, 10:46:20 pm »
Yup, I'm just a little behind in programing, due to lack of motivation and time.  I'm making a Lights Out game right now.
1388
« on: April 09, 2011, 09:59:20 pm »
My Homescreen Game Pack.  (points to sig)
1389
« on: April 09, 2011, 09:56:42 pm »
I call dibs on making that a game in my HGP.  (If you don't mind.)
1390
« on: April 09, 2011, 09:36:14 pm »
1391
« on: April 09, 2011, 09:24:25 pm »
Omnimaga sucks. Always and forever.
I love you too, Nikky! <3 I the cherry realm sounds like fun.
1392
« on: April 09, 2011, 07:07:12 pm »
And, you have -1 respect now, 8 bit wise 
lol * ZTrumpet groans...This looks great! I especially like the scaling.
1393
« on: April 09, 2011, 06:39:10 pm »
Too many consecutive pushes without pops will cause an overflow, even if the pops occur later on It normally doesn't cause a problem in Asm, so why would it cause a problem in Axe? A->pi->pi puts A once on the stack because, as it is now specified, pi-> is a pop, so pi->pi pops the top value then pushes it back in, doing nothing but waste cycles. No, it doesn't work like that, as it would read "A->pi" and then "->pi".  Could there be a command for reading that top value w/o popping it? Nope, as it's impossible without something like "pi->A->pi". A complementary command for deleting the top value off the stack w/o having to store it anywhere? Sure: "pi"
1394
« on: April 09, 2011, 05:15:43 pm »
Can we have a feature like "Zeros()," but for any data. For instance, something like this: Command(1,12) would be the same as [010101010101010101010101]Command([56],4) would be the same as [56565656]Command(127,6) would be the same as Data(127,127,127,127,127,127)Potentially, this command could even be used for repeating sets of data. For instance: Command([010203],12) would be the same as [010203010203010203010203]Command("Text"[00],15) would be the same as "Text"[00]"Text"[00]"Text"[00]So, what do you think? Could this be a command? I think it's a good idea, to avoid situations like this.
1395
« on: April 09, 2011, 04:04:02 pm »
Could you add an option to the options menu for expert users that would turn off the scope checking? Because I can definitely think of times when I wanted to be able to push/pop across multiple lines for extreme optimizations. I like this idea too, as it could potentially be very useful.
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