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Hero Core - Tools

b/[Inactive] Hero Core (TI-83+/84+) Started by Keoni29, January 01, 2015, 12:12:07 AM

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u/Keoni29 January 04, 2015, 02:50:02 PM
What kind of undo/redo implementation would suffice? Simple flip-undo or a linear undo stack which holds all changes?

Edit: Cleaned up source and added code summary/index.
Last Edit: January 04, 2015, 05:18:46 PM by Keoni29
u/Dream of Omnimaga January 05, 2015, 07:55:05 AM
It doesn't have to hold 9001 changes, but at least 3-5 would be great (unless it doesn't take much RAM then you could add more).
u/aetios January 05, 2015, 12:08:08 PM
A stack would be ideal. I don't think it'd be much different if it holds 9000 or 2 changes, so make it big :p
u/Dream of Omnimaga January 05, 2015, 05:07:49 PM
Quote from: aeTIos on January 05, 2015, 12:08:08 PM
A stack would be ideal. I don't think it'd be much different if it holds 9000 or 2 changes, so make it big :p
i was pointing out because in image editors, one Undo can be worth several MB of RAM. O.O
u/Keoni29 January 05, 2015, 05:14:49 PM
I was thinking about an actions stack as well. I want to revert all tile placements in one drag every time you undo, but I would like to have a redo function as well. With a regular stack I cannot do that. I need a stack that can go back without pushing a new value on top.
u/Keoni29 January 06, 2015, 05:04:53 PM
The commandline options processing works now. I just have to add some more tests for invalid input combinations so the user cannot break the editor :P
u/Dream of Omnimaga January 06, 2015, 06:20:44 PM
As long as it doesn't become command-like-only :P (I hate working in command prompt because it takes so long to type anything and batch files are not always an option)
u/Keoni29 January 06, 2015, 06:49:53 PM
You only have to specify parameters once. The editor configuration as well as the tilemap are stored in .core files (but not in the exported appvar)
When you load a .core file the editor is automatically configured :)
u/Dream of Omnimaga January 06, 2015, 10:36:13 PM
Ah ok that's good then lol. Many command prompt-based softwares won't do that.
u/Keoni29 January 06, 2015, 11:46:06 PM
Yes! I got it to build on windows without modifying the source! Setting up a compiler and SDL is a lot more work on windows compared to linux tho O.O

I am still having some issues with loading PNG files and getting the stdout to display in the cmd window instead of writing to a file as well as exporting to appvars. This means I have to figure out what windows is doing differently.
u/Dream of Omnimaga January 07, 2015, 12:27:56 AM
Cool to hear. Good luck with the rest. Hopefully you can make this program for multiple OSes without having to work on two different versions simultaneously.
u/Keoni29 January 07, 2015, 12:37:19 PM
I just cleaned up my source a bit and I added some checks, so bad user input won't break the editor :P
u/Dream of Omnimaga January 07, 2015, 05:31:49 PM
So we can't add 3D to the game? :P
u/Keoni29 January 07, 2015, 07:44:39 PM
The user cannot break it. Other coders can. It is open source, so if you want to add a depth axis to it, that is fine with me :P
u/Dream of Omnimaga January 07, 2015, 07:45:52 PM
Oh I meant before you improved it to prevent users from breaking it. :P


That said, depth would be interesting for an HP Prime port :P
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