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Coordinates (x and y axis) in graphic mode


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#1 Guest_absentmind_*

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Posted 15 August 2003 - 06:49 AM

How can i get rid of the coordinate thing in graphic mode? I'm using Fx 1.0 plus

^
i
:)
So how to erase it?

CoordOff doesnt work :<

#2 huhn_m

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Posted 15 August 2003 - 07:22 AM

hi!

YOu shouldn't use CoordOFF but AXES off since you want to turn the axes off :-)

Great to see you in our community!

#3 Guest_absentmind_*

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Posted 15 August 2003 - 07:39 AM

Thank you so much, that solved my problem ;]

I had not noticed the up arrow while selecting commands from ctrl + f3 grph menu ;]

#4 CrimsonCasio

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Posted 15 August 2003 - 12:25 PM

good luck with your game, if you need more tech support we are always here. :D

#5 Endi

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Posted 15 August 2003 - 05:34 PM

Year ago I made Minehunt game in BASIC - believe me, it's not possible not to know all the BASIC programming in every detail after such project.
Unfortunatelly, I deleted it.
Maybe some of my friend still have it. :huh:

#6 Bob Vila

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Posted 15 August 2003 - 05:50 PM

are you going to be in the competition?

#7 Endi

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Posted 15 August 2003 - 05:59 PM

If I find my Minehunt - maybe.
But now I'm interested in add-ins and since I learned about it I haven't made any BASIC game. Now I only use basic as solvers for some computings

#8 betoe

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Posted 15 August 2003 - 06:32 PM

Crimson help me a lot whith the graphic mode on the AFX, he makes replies in the topic called "Miscelaneous questions", you can found it on the main forum.

#9 Brazzucko

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Posted 15 August 2003 - 08:11 PM

:lol: Sorry guys this is off topic

absentmind I see that you are new here, so I ask you if you know that you can tune your FX 1.0 to one AFX 2.0 Plus whiteout occupying any of the 6 available drivers?

If not jus read this:

http://casiocalc.org...ct=ST&f=1&t=183

#10 betoe

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Posted 15 August 2003 - 08:20 PM

Talking about offtopics:

Hey brazzucko, i have an AFX 2.0 and one time using linl i accidentaly press <span class=EXE' /> button on a drive c, I think (i dont remember exactly), since these moment i have problems with the calc. serial port. I dont know exactly what happened with my serial port, i have only hypothesis...

Do you know something about it?

#11 Brazzucko

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Posted 15 August 2003 - 08:31 PM

B) I really don?t know, because as you said you don?t know exactly what?s happen?

Well when I have problems like that ( that don?t let?s us use correctly the calculator ), I just reinitialize the calculator from the system menu, or delete all the memories ( RAM and FLASH ) from the hidden menus.

I only have those problems when I was working to find a way to make the _CAS Algebra and TUTOR working on the FX 1.0 whiteout any bug or crash. :D

#12 betoe

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Posted 15 August 2003 - 11:43 PM

When i saw that the calculator serial port doesn't work , the first thing i made was push the P button, then (when v? that the problem followed ) I erase the flash memory but this don't had any good perform with my problem.

The interface cable was good, and other hypothesys was an electrolyte that was spilled of a battery and fell in the PCB(near the serial port, i sew the PCB but it seems good).

I disappointed of the AFX by this, am going to have to buy one classpad

#13 Guest_absentmind_*

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Posted 17 August 2003 - 07:07 AM

Brazzucko: No, i wasnt aware of that but i think i still dont know how to add those features (noob :lol: )

Another problem:

I am making a worm game, but as the code increases the worm gets incredibly slow.
Anyone know how to speed the bastard by some professional code optimizing techniqs? :D

#14 CrimsonCasio

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Posted 17 August 2003 - 10:55 AM

you come to the right palce :D

heres how i did it: (sorry, I dont have much time to explain, hope you get the idea)

use lists, simply store a value for a direction in the list cell that represents that part of the worm (1=up,2=down...), and then have it turn the worm off in that order and with those directions.

I know this insnt a good explenation, I dont have time right now, if I do later I'll expound. I can also send you the program I wrote if you want, it supports 255 long worms!

#15 CrimsonCasio

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Posted 17 August 2003 - 11:33 PM

ok, I have some time now so here is a better explenation.

say each time you move you store which way you go in the cell of a list that has cells equal to the maximum number a peices that can make up your worm (say 9, then 9->Dim List 1, or {0,0,0,0,0,0,0,0,0}->List 1) then you have a variable (lets use "L" for this example) that represents the number of pieces you worm currently has and another variable ("C") which represents cell you are currently looking at and a variable ("D") which represents the last dirrection pressed.

Now take a look at this code:
1->A~B //X,Y position
1->G~H //end of worm position
2->D //start the worm moving right
1->C
3->L //start the worm out with 3 peices
Lbl 1
Locate A,B,"O"
GetKey->G
G=27=>1->D
G=38=>2->D
G=28=>3->D
G=37=>4->D
D=1=>A-1->A //left
D=2=>A+1->A //right
D=3=>B-1->B //up
D=4=>B+1->B //down
List 1[C]->T
Locate G,H," " //1 space
T=1=>G-1->G
T=2=>G+1->G
T=3=>H-1->H
T=4=>H+1->H
D->List 1[C]
Isz C
C>Dim List 1=>1->C
Goto 1

this code doesn't do any error checking for the worm hitting itself or the person goint back along themselfs, but it will make a worm that can be as big as you want it to be without slowing down the game. If I were you I would do the game in graph mode and use pxltest to see if the worm hits himself, if you do it this way you can make big and very complex levels. also, I find that in graph mode if you make the worm a dotted line rather than a solid line it will go faster (and still work).

if you have any other questions please ask.

#16 betoe

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Posted 17 August 2003 - 11:46 PM

One time i play a sworm game made it in casiobasic, and in moments later while to be playing , appear an "Dim error", always.

If someone make the snake game in G.M., it will be too slow anyway no? By the getkey checking i imagine... If i'm wrong with that and someone has a program that made it fast, please let me see the code.

#17 CrimsonCasio

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Posted 17 August 2003 - 11:56 PM

I have one, well actually 3, they are all modifications of the first but they are all fast and good. Try Them Here

Tell me what you think, I've never actually published these games.

#18 betoe

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Posted 18 August 2003 - 12:45 AM

i see your programs code, thats good. But what is:
Int 120Ran#+3->G ?
I imagine that its a way to make a random number but what is "Int"?

#19 CrimsonCasio

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Posted 18 August 2003 - 12:47 AM

Int is the interger command, so Int 10Ran#+1 would give you a number between 1 and 10

#20 betoe

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Posted 18 August 2003 - 01:40 AM

Oh, thanks with the help. Before when i use to need a random number, by example, to select between 4 options, i use:

Ran#-> A
If A>0 AND A<=.25
then ...
If End
If A >.25 AND A<.5
Then...
If end
...
... four comparisions for this
as you see its something spacious...

#21 CrimsonCasio

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Posted 18 August 2003 - 01:43 AM

:lol: I did that exact thing when I first started programming!




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