"What's the command that does X" questions Post them here.
#61
Posted 04 January 2007 - 08:41 PM
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#62
Posted 06 January 2007 - 01:27 AM
koji: SCRUMTRELLESCENT!
#64
Posted 06 January 2007 - 02:09 AM
What do you do if you want to have overlay that stays on the board AND static overlay at the same time?
koji: SCRUMTRELLESCENT!
#65
Posted 06 January 2007 - 05:27 AM
2) Use normal overlay, and put your static overlay on a static sprite.
3) Use static overlay for everything, keep your normal overlay outside the screen portion of the static overlay, and then copy appropriately-sized amounts from some location based on scrolledx and scrolledy to the display portion, then clear it and repeat next cycle.
2 is by far the best and easiest, and there is no reason whatsoever why you would use one of the other two options. But they're still available to you =p
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#66
Posted 06 January 2007 - 06:00 AM
T-bone6, on Dec 28 2006, 03:45 AM, said:
Quote
set "vco&thisx&,&thisy&" to 31
Perhaps I CANT use this?
This post has been edited by T-bone6: 06 January 2007 - 06:01 AM
#67
Posted 08 January 2007 - 02:33 AM
<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that
<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
#68
Posted 08 January 2007 - 03:28 AM
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#69
Posted 09 January 2007 - 01:16 AM
Thanks a bunch! I was completely looking at vlayers in a different way. Glad to finally be on track... was about time! I want to especially thank Exophase for implementing these features to MegaZeux. I've finally be able to do 99% of everything I've ever wanted to with MZX and it wouldn't of been possible without your help. Everything you've done with MZX has been amazing and I hope you continue to help us MZX game developers. You deserve a shit load more respect than you receive in this community for all you've done for it. Funny to see how most of those that disrespect for you the most haven't done jack-shit for this community nor have they done any true MZX work that contributes to this website and forum.
I think your awesome guy who goes the extra lengths to fore-fill our needs and (personally more importantly) mine; with all of the help you've given me in the years with MegaZeux, PSP Homebrews and just about anything programming related. So, I strongly hope you keep up the good work with MegaZeux, not just because your such a valuable asset but because i personally think you are a very helpful "friend".
This post has been edited by T-bone6: 09 January 2007 - 01:35 AM
#70
Posted 11 January 2007 - 02:45 PM
#71
Posted 11 January 2007 - 03:26 PM
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#72
Posted 11 January 2007 - 04:38 PM
#73
Posted 12 January 2007 - 05:06 PM
The kinematics of surface swimming of the Virginia opossum (Didelphis virginiana) and water opossum (Chironectes minimus) were studied to determine locomotor changes associated with the evolutionary transition from terrestrial to semiaquatic existence. Films of individual animals swimming across an aquarium were made and analyzed. Didelphis swam with a modified quadrupedal gait similar to a diagonal sequence run. Besides providing propulsive forces, this gait generated an upward force allowing the nasal apertures to remain above the water for breathing. In contrast, Chironectes paddled exclusively with the hind limbs in a manner similar to other semiaquatic mammals. The non-wettable fur of Chironectes seemed to provide sufficient buoyancy so that no additional forces were required to maintain the nares above the water surface. Transition to exclusive hind limb paddling in semiaquatic mammals appears to be associated with development of non-wettable fur for increased buoyancy and with increased swimming effectiveness resulting from lack of interference between forelimbs and hind limbs during the stroke cycle. Eliminating use of the forelimbs in paddling also permitted unrestricted movement of the hind limbs.
#76
Posted 13 January 2007 - 01:37 AM
#77
Posted 13 January 2007 - 05:55 AM
Goshi, on Jan 12 2007, 11:42 PM, said:
D:
Close. I am a disciple of Bee Fly Ptarmigan, the blessed lamb of cod. Smelly dried cod reconstituted in lye.
To answer NoahSoft's question, the fire burning question can be resolved by lifting up thy cares to Bee Fly Ptarmigan and receiving Its lint. The global editor will then receive second degree burns to the space, although they can be recovered to fake given prompt emergency care and three days in the ICU.
May you have rosy phlox in frocks on rocks. And a good day to you, sirs.
#78
Posted 13 January 2007 - 06:45 AM
YapokJr, on Jan 12 2007, 12:06 PM, said:
Your commands didn't work for me.
#79
Posted 14 January 2007 - 08:03 PM
Goshi, on Jan 12 2007, 05:42 PM, said:
D:
or perhaps someone with an unquestionable mastery of ctrl+c and ctrl+v. for instance, look at what i can copy and paste: http://cat.inist.fr/?aModele=afficheN&cpsidt=4741469
at any rate, i'll go with emalkay on this one.
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
--------
Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
#81
Posted 15 January 2007 - 04:44 AM
YapokJr, on Jan 13 2007, 03:55 PM, said:
Goshi, on Jan 12 2007, 11:42 PM, said:
D:
Close. I am a disciple of Bee Fly Ptarmigan, the blessed lamb of cod. Smelly dried cod reconstituted in lye.
Does that mean you smell funny?
#82
Posted 06 February 2007 - 06:01 PM
How the hell do you work with sin, cos, and tan. I can't get to do anything with it, so someone has to make a tutorial or whatever IMO. I want to draw one freaking circle already.
#83
Posted 06 February 2007 - 08:18 PM
set "c_divisions" 360 set "multiplier" 10 set "xpos" 40 set "ypos" 12 loop start rel counters put c0f '@' overlay "sin&loopcount&" "cos&loopcount&" loop 360
See, you just need to remember to set the right counters. C_DIVISIONS is how many, er, points are on the circle or something. Multiplier what the outputs of sinN, cosN, etc. are multiplied by. You can't usually do things like drawing circles very well if you don't set those counters (because if I recall correctly, by default, they're set to ridiculously high values).
Also, when you work with trig, things tend to go pretty slow, so usually you should SET "COMMANDS" 32767.
This post has been edited by Guy: 06 February 2007 - 08:28 PM
#84
Posted 06 February 2007 - 08:43 PM
Also, setting multiplier to higher numbers results in higher precision, especially since MZX will truncate the results of trig functions instead of round. I recommend the default (10000) for normal usage.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#85
Posted 06 February 2007 - 11:29 PM
I often like to set "multiplier" 65536 and multiply then divide the answers to get the multiplier I want. This isn't so much for higher precision as it is to avoid setting 'multiplier' every time I want a trig value.
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#86
Posted 07 February 2007 - 06:54 AM
EDIT
1. That was the coolest thing ever.
2. It's awesome fun to mess around with the multiplier and whatever you put infront of &loopcount&.
EDIT 2
I just messed around. This looks cool with a pallete that goes from dark to bright - but it's also cool with the default one.
: "start" inc "local2" by 1 set "c_divisions" to 360 set "multiplier" to 5 set "xpos" to 40 set "ypos" to 10 loop start set "local" to random 176 to 178 rel to counters put "local2" "local" overlay to "(('cos&loopcount&')*&local2&)" "sin&loopcount&" loop for 360 goto "start"
Or with the cool pallete (no shading though):
: "start" inc "local2" by 1 set color 0 to 0 0 0 set color 1 to 8 8 8 set color 2 to 16 16 16 set color 3 to 24 24 24 set color 4 to 32 32 32 set color 5 to 40 40 40 set color 6 to 48 48 48 set color 7 to 56 56 56 set color 8 to 64 64 64 set color 9 to 56 56 56 set color 10 to 48 48 48 set color 11 to 40 40 40 set color 12 to 32 32 32 set color 13 to 24 24 24 set color 14 to 16 16 16 set color 15 to 8 8 8 set "c_divisions" to 360 set "multiplier" to 5 set "xpos" to 40 set "ypos" to 10 loop start set "local" to 219 rel to counters put "local2" "local" overlay to "(('cos&loopcount&')*&local2&)" "sin&loopcount&" loop for 360 goto "start"
This post has been edited by HappyFoppy: 07 February 2007 - 07:37 AM
#87
Posted 15 February 2007 - 07:35 AM
Stupid centipedes that aren't native to MZX...
#88
Posted 15 February 2007 - 02:00 PM
IF RIDCenty = -1 "nihil" * "You have a bot named Centy on-board! =o" end : "nihil" * "You don't have a bot named Centy on-board >:(" end
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#89
Posted 19 February 2007 - 08:43 AM
set "spr1_refx" to 1 set "spr1_refy" to 0 set "spr1_width" to 2 set "spr1_height" to 2 set "spr1_cx" to 0 set "spr1_cy" to 0 set "spr1_cwidth" to 2 set "spr1_cheight" to 2 put c?? Sprite p01 at 10 5 set "spr2_refx" to 1 set "spr2_refy" to 0 set "spr2_width" to 2 set "spr2_height" to 2 set "spr2_cx" to 0 set "spr2_cy" to 0 set "spr2_cwidth" to 2 set "spr2_cheight" to 2 put c?? Sprite p02 at 10 10 : "lop" : "collision" lockplayer if uppressed then "#up" if downpressed then "#down" if leftpressed then "#left" if rightpressed then "#right" wait for 1 goto "lop" : "#up" if c?? Sprite_colliding p01 at 0 -1 then "collision" dec "spr1_y" by 1 wait for 1 goto "#return" : "#down" if c?? Sprite_colliding p01 at 0 1 then "collision" inc "spr1_y" by 1 wait for 1 goto "#return" : "#left" if c?? Sprite_colliding p01 at -1 0 then "collision" dec "spr1_x" by 1 wait for 1 goto "#return" : "#right" if c?? Sprite_colliding p01 at 1 0 then "collision" inc "spr1_x" by 1 wait for 1 goto "#return"
Argh, I hope someone can read that all. So anyway, on this board, theres this little 2x2 smiley (a large one) and I want it to move with the player keys and collide with everything the player collides with. I have a 2nd sprite for testing collision too, but the sprite that moves only collides with the other sprite and not with Solid, Customblock, etc etc. I still can't find how to solve this.
#90
Posted 19 February 2007 - 09:09 AM