Quote from: Phyxie on January 19, 2015, 04:41:08 AMTI84 ? That doesn't exist, or I missed something
TI83, TI84, TI84+, TI84+CSE, TI89 Titanium
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Show posts MenuQuote from: Phyxie on January 19, 2015, 04:41:08 AMTI84 ? That doesn't exist, or I missed something
TI83, TI84, TI84+, TI84+CSE, TI89 Titanium
Quote from: CKH4 on January 17, 2015, 03:21:04 PMWell, changing your sprites names to "°ThatSprite" instead of "Pic1" is not something too hard, even for a beginner
Hayleia:
I understand what your saying about it not being really readable. I plan to fix this with comments but for right now I want it to be easy enough for a ti basic programmer to get it (no extreme optimizations).
Quote from: CKH4 on January 17, 2015, 03:21:04 PMSekrett!!
Also why is your username Hayleia? (I only ask because when I read it letter by letter I realized that I hadn't read it correctly before)
Lbl Menu
ClrDraw
0->D
°MainMenu->r1
While 1
0->r4
For({r1->r2})
r2++
!If D-r4
Text(2,56,{r2+11}^^r)
256
Else
232
End
->F
Copy({r2+2}^^r->r3+2,L2,{r3}*{r3+1})
{r2}+({r3}*4)-({r3}*4*F/256)*256+{r2+1}+({r3+1}/2)-({r3+1}/2*F/256) Asm(E5)
{r3}^^r Asm(E5)
F Asm(E5)
L2
Asm(CD7298) .sub(L3)
r2+12->r2
r4++
End
L6+768-108-1
For(108)
{+1->r2} xor 255->{r2}
End
DispGraphClrDraw
WKP()
~1->r2
D*13+r1+1->r3
For(4)
getKey(r2+++1)?{r3+r2+7}->D
End
If getKey(54)
If {r3+4}
Goto ({r3+5}^^r)
Else
0->D
{r3+5}^^r->r1
End
WLP()
ElseIf getKey(48)
If {r1-3}
Goto ({r1-2}^^r)
Else
0->D
{r1-2}^^r->r1
End
WLP()
End
End
/.../
.Menu structure:
.Data(flag if previous, label if previous)
.Lbl CurrentMenu
.[number of buttons]
.Data(flag if previous, label if previous ^^r)
.Data(X (centered),Y (centered),sprite^^r,flag if ok,label if ok^^r,button if down,button if left,button if right,button if up, TxtPtr)
.Data(same for the second button)
.etc
.the "flag if ok/previous" is at 1 if the following label is a real label, and at 0 if it's a pointer to another menu structure to read with the menu routine
Data(1,|LTitleScreen^^r)
[]->°MainMenu
[04]
Data(01,01,°SmashSpr^^r ,0,°SmashMenu^^r,2,0,1,0,°SmashTxt^^r)
Data(68,02,°OptionsSpr^^r,0,°MainMenu^^r ,2,0,1,1,°OptionsTxt^^r)
Data(37,27,°DataSpr^^r ,0,°MainMenu^^r ,3,0,2,1,°DataTxt^^r)
Data(47,41,°CreditsSpr^^r,0,°MainMenu^^r ,3,0,3,2,°CreditsTxt^^r)
[]->°SmashSpr
[092B]
[00007FFFFFFFFFFFFF0003FFFFFFFFFFFFFF001F8000000000000E003C0007800000000000F00FC1E6739CE73801C1EFF870E739CE7003820FFC39CE739CE00719CFFF1C9CE739C00E382FFF8E39CE73800C782FFFC6739CE70018FBCFFFE72739CE0039F80FFFF38E739C0031FA2FFFF98000000033FB6FFFF9FFFE700067FAAFFFFCFFFCE00067FA2FFFFCFFF9C00067FA2FFFFCFFF38000CFFA2FFFFE7FE70000CFF80FFFFE7FCE0000CFF9CFFFFE7F9C0000CFFA2FFFFE7F380000CFFA2FFFFE7E700000CFFBEFFFFE7CE00000CFFA2FFFFE79C00000CFFA2FFFFE73800000CFF80FFFFE670000006001E00000CE00000060020000009C0000006001C000003800000033F82FFFF87000000033F82FFFF8E000000039FBCFFFF1C000000018F80FFFE3800000000C7A2FFFC7000000000E3A2FFF8E00000000071BEFFF1C00000000038A2FFE380000000001C22FF8700000000000F02FC1E000000000003C00078000000000001F803F00000000000003FFF8000000000000007FC00000000000]
[]->°OptionsSpr
[0318]
[007E0003FFC007FBE00FE3F01FC3F83F87EC7F87E67F87C67F8186FFC007FFE00FFFE00FFFC13FFFC3FFFF83FF7F87FE7F07FE7F0FFE3E0FFC1E9FF80E1FF007BFE003FFC0007E00]
[]->°DataSpr
[070D]
[0007FFFFFFF000000FFFFFFFFE000018FFFFFFFF00003000FEFEFFC00077FEFEFEFFE000F7E2E08C23E001F000EEF6FDF003F000EE86E1F807F000EEB6EDF80FF000EEB6EDF81FF000F0C731FC3FFFFFFFFFFFFC7FFFFFFFFFFFFC]
[]->°CreditsSpr
[060D]
[FFFFFFFFFFFFFFFFFFFFFFFF7FFFFFEB7FFF7FFFFFEF7FFE3F08860A10FE3F7BBAEB77FE1F7B82EB75FC1F7BBEEB7AF80F7BBEEB7EF80F8BC30B90F007FFFFFFFFC007FFFFFFFF8003FFFFFFFC00]
[]->°SmashTxt
"Start fighting now !"[00]
[]->°OptionsTxt
"Set general preferences."[00]
[]->°DataTxt
"Manage profile data."[00]
[]->°CreditsTxt
"Contributors to this game."[00]
Data(0,°MainMenu^^r)
[]->°SmashMenu
[02]
Data(01,1,°SoloSpr^^r ,1,|LSetSoloMulti^^r,1,0,1,0,°SoloTxt^^r)
Data(23,3,°MultiSpr^^r,1,|LSetSoloMulti^^r,1,0,1,0,°MultiTxt^^r)
[]->°SoloSpr
[0933]
[000007FFFFFFFFFFFF00007FFFFFFFFFFFFE0001FC000078000FFC0007E07E0048001FF8001F80C30048003FF0003E00991C48E07FE0007C009F774BB8FFC000F0008EC1CE0DFF8001E000839CCCE7FF0003C000E19CCCE7FE0007C000399CCCE7FC000F8000F99CCCE7F8000F00009189CC4FF0001F000083C14E0FE0001E0000FE7F7BFFC0003E0000000001FF80003C0000000003FF00007C03FF800007FE00007C020080000FFC000078020080001FF8000078020080003FF00000F8020080007FE00000F802008000FFC00000F802008001FF800000F803FF8003FF000000F802AD8007FE000000F803F8800FFC000000F802AD801FF8000000F803FF803FF0000000FC02AA807FE0000000FC03FF80FFC00000007C02AA81FF800000007E03FF83FF000000007E02AA87FE000000007F03FF8FFC000000003F00001FF8000000003F80003FF0000000001FC0007FE0000000001FC000FFC0000000000FE001FF80000000000FF803FF000000000007FC07FE000000000003FE0FFC000000000001FF9FF8000000000000FFFFF00000000000007FFFE00000000000003FFFC00000000000001FFF8000000000000007FF0000000000000001FE00000000000000007C000000000000]
[]->°MultiSpr
[0933]
[0000000000003E00000000000000007F8000000000000000F3E000000000000001E0F800000000000003C07C00000000000007803E0000000000000F000F0000000000001E00078000000000003C0007C00000000000780003E00000000000F00001F00000000001E00001F00000000003C00000F80000000007800FFEF8000000000F0008027C000000001E0008027C000000003CFFE8027E00000000788028023E00000000F08028023E00000001E08028023E00000003C0802FFE3F0000000780802AB63F0000000F00802FE23F0000001E00FFEAB63F0000003C00AB6FFE3F0000007800FE2AAA3F000000F000AB6FFE3F000001E000FFEAAA7F000003C000AAAFFE7F0000078000FFEAAA7F00000F0000AAAFFEFE00001E0000FFE000FE00003C0000AAA001FE0000780000FFE001FE0000F00000000003FC0001E000003C0E07FC0003DF8F80241B07F8000790988027D10FF8000F1090F3A67F1FF0001E10F0DAE4027FF0003C1264CA6402FFE000781264CA6673FFC000F01264CA6673FF8001E0130CCA6673FF0003FFF30CCE6673FE0007FFF39CC06613FC000FFFF39CE26713F8001FFFFFFFFFFFFFE0003FFFFFFFFFFFFF80007FFFFFFFFFFFFE0000FFFFFFFFFFFFE00000]
[]->°SoloTxt
"Two on the same calc."[00]
[]->°MultiTxt
"Use the link port."[00]
Quote from: Cumred_Snektron on January 16, 2015, 06:17:25 PMThis will probably not work exactly the way you want. Remember that Axe does operations from left to right without caring about priorities...
You can also set 16 bit elements:
0->{L1 + Index*2}^r
{L1 + Index*2}^r->Var
Note that the index needs to be multiplied by 2 since 16 bit values need 2 elements (an element is ofcourse 8 bits).
Quote from: CKH4 on January 16, 2015, 06:54:40 PMUsing 4 variables would just make the code bigger and unmaintanable. You'll probably copy paste your code to work with 4 variables, and when you'll want to add something, you'll forget to put it in all 4 portions.
I'm trying to make a list of bullet positions but I'm not sure that I want to use a list, maybe just 4 variables to keep the bullet number down.
Quote from: Cumred_Snektron on January 10, 2015, 12:56:31 AMThis probably fall into the "don't ask me too much" section
Asm you say? Does this include axioms? (Ive been having some problems)
Quote from: DJ Omnimaga on January 10, 2015, 05:38:10 AMDepends
By the way, was AudaciTI ever finished? I forgot.
Quote from: Cumred_Snektron on January 09, 2015, 06:35:11 AMOops, sorry, I read a bit too fast and assumed we were talking about numbers since that's most usually what you want to display when you don't want to display strings.Quote from: Hayleia on January 09, 2015, 05:34:49 AM▶Char *
You can read the Commands.html file included in the zip with Axe. You'll see that you need to use ▶Dec.
Quote from: DJ Omnimaga on January 09, 2015, 03:51:41 PMLol, I should probably introduce myself by the way, for those who don't know me.
An Hayleia draws near!
Quote from: CKH4 on January 09, 2015, 02:44:01 AMYou can read the Commands.html file included in the zip with Axe. You'll see that you need to use ▶Dec.
How do you display a variable as the characters instead of the gibberish?
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