Author Topic: Phoenix: Axe Version  (Read 15183 times)

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Offline Builderboy

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Re: Phoenix: Axe Version
« Reply #75 on: May 17, 2010, 07:13:18 pm »
Hmmm thats weird, i know he said he changed And/Or/Xor, but they all still seem to work on my version.  ie: they are all still bitwise.  I thought they were suposed to be boolean?  And then the stat parkers were supposed to be bitwise... ?

Offline Quigibo

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Re: Phoenix: Axe Version
« Reply #76 on: May 17, 2010, 09:07:51 pm »
Yeah, they're still bitwise, just now they're only 8 bit instead of 16 bit.  Have you tried compiling?  It should still work if you were only using low bits.
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_player1537

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Re: Phoenix: Axe Version
« Reply #77 on: May 17, 2010, 09:57:29 pm »
ahhh, that explains it.  Some of the main errors are to get the health bar to display correctly, I'm using a couple "For(A,0,11):{L6+A}(r) xor 65535-->{L6+A}(r)" to get it to draw correctly (black on white, or white on black).  Is there any way to rename the app?  And I'm sure there are better ways to do the previous thing, but I don't want to change all my commands, mainly to preserve consitency, I have a bunch of And/Or/Xor pieces in my code that will eventually need more than 16 bits, and I'd rather use these since I centered my code around And/Xor/Or being 16 bit.  If not, I guess I'll go ahead and change it
« Last Edit: May 17, 2010, 09:58:06 pm by _player1537 »

Offline Builderboy

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Re: Phoenix: Axe Version
« Reply #78 on: May 17, 2010, 10:05:33 pm »
well you can use the stat plot draw types to do the full 16 bit AND/OR/XOR i belive, so you should only have to change the original commands to the new ones.

Offline ztrumpet

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Re: Phoenix: Axe Version
« Reply #79 on: May 17, 2010, 10:08:21 pm »
well you can use the stat plot draw types to do the full 16 bit AND/OR/XOR i belive, so you should only have to change the original commands to the new ones.
I think this will work.  After all, the commands were just renamed and replaced. :)

Offline Quigibo

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Re: Phoenix: Axe Version
« Reply #80 on: May 17, 2010, 10:13:06 pm »
I'm not going to make a separate version because I need to keep consistency with the new version.

The XOR thing you were talking about, the efficient way is simply this: 1-{L6+A}(r)->{L6+A}(r) since adding one to the negative is the same thing as the complement.  I think I will have the not() command do this more efficiently in the future though.
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Offline DJ Omnimaga

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Re: Phoenix: Axe Version
« Reply #81 on: May 17, 2010, 11:26:38 pm »
does the whole OR/XOR thing being 1 byte now means that we can no longer do stuff like If (A>8000) or (A<3000)? Or can we still use 2 bytes numbers with them? I always had an hard time understanding that whole change thing, since I am unable to follow what's going on x.x

And i am unable to memorize what does "bitwise" means
« Last Edit: May 17, 2010, 11:26:59 pm by DJ Omnimaga »
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Offline Builderboy

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Re: Phoenix: Axe Version
« Reply #82 on: May 17, 2010, 11:37:08 pm »
Im not quite sure what 1 byte means, but i can say what bitwise operators are.  You know how normal operators work?  Like OR AND and XOR?  they take two numbers that are either 1 or 0, and outputs a number that is either a 1 or a 0.  This is how everything works in TiBasic.  Well, if you want to do it bitwise, you can do some complex things:

Any number can be represented in Binary

Code: [Select]
5 = 00101
3 = 00011

and so you can AND/OR/XOR the individual bits of these numbers together.  For instance, of you wanted to OR 5 and 3:

Code: [Select]
5   Or   3   =   7

0   OR   0   =   0
0   OR   0   =   0
1   OR   0   =   1
0   OR   1   =   1
1   OR   1   =   1

So using a bitwise OR, 5 OR 3 = 7.  It doesn't make much sense at all by looking at it in decimal, it only makes sense once you actually go into binary.

_player1537

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Re: Phoenix: Axe Version
« Reply #83 on: May 18, 2010, 12:00:49 am »
I'm not going to make a separate version because I need to keep consistency with the new version.

The XOR thing you were talking about, the efficient way is simply this: 1-{L6+A}(r)->{L6+A}(r) since adding one to the negative is the same thing as the complement.  I think I will have the not() command do this more efficiently in the future though.

Ok, I guess I was kinda asking for you to do a lot for one person x.x
Also that's a neat optimization, I expect there to be tons of optimizations once this is through and I release the source.
* _player1537 goes to edit his code

Btw, I worked some more on one of my sprite editors, so now it should be easier to do 4lvl greyscale drawing :)

Offline DJ Omnimaga

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Re: Phoenix: Axe Version
« Reply #84 on: May 18, 2010, 12:30:38 am »
Still unsure what it means. I am used to have stuff for example like (A=2) and (Y=5) and used in If conditions, giving true (1) or false (0)

Oh well I guess all I'll be able to do is try it out and mess around :/

I'm a visual person so I won't get it otherwise
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Offline Quigibo

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Re: Phoenix: Axe Version
« Reply #85 on: May 18, 2010, 12:40:35 am »
@DJ, The change was a very low level change.  Nothing is different unless you were using the command for something it was not meant to be used for (an operation that is not a logical operation like what _player1537 is talking about).  If you were only using truths and expecting a true or false value back then there is no difference whatsoever so just ignore that the change ever happened.
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Offline DJ Omnimaga

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Re: Phoenix: Axe Version
« Reply #86 on: May 18, 2010, 01:54:16 am »
aaaah ok ^^

I doubt I will use a lot of low-level stuff myself. The only thing I might use is reading/writing bytes from/to the RAM or stuff like that :P
« Last Edit: May 18, 2010, 01:55:11 am by DJ Omnimaga »
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Re: Phoenix: Axe Version
« Reply #87 on: May 21, 2010, 04:17:05 pm »
Update!

ok, things added:
 new power-"Down", it stops you in your tracks, you can't move  Shaped like an X
 new power-up, Speed power up, makes you move twice as fast

Also in the works, a new version of raven that will work quickly on a 6mhz calc, screenies/demo later

Offline ztrumpet

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Re: Phoenix: Axe Version
« Reply #88 on: May 21, 2010, 04:25:54 pm »
That's really, really cool!  I like it. It's turning into a really epic game! ;D

Offline DJ Omnimaga

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Re: Phoenix: Axe Version
« Reply #89 on: May 21, 2010, 05:30:30 pm »
wow nice to see new updates!
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