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Offline Xeda112358

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Re: Grammer Feature Requests
« Reply #45 on: February 28, 2012, 10:09:26 pm »
Yeah, it was kind of sneaked in once when I made a bunch of updates :D I made an edit to the readme, but I don't think I ever let anybody know .__.

Offline Yeong

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Re: Grammer Feature Requests
« Reply #46 on: February 28, 2012, 11:08:39 pm »
* TBO_Yeong remembers "Full" incident. :D
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Offline Yeong

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Re: Grammer Feature Requests
« Reply #47 on: March 03, 2012, 11:49:45 am »
So I've been messing around with the greyscale and whatnot.
My request is: can you add Tangent( into one of the greyscale-enable command?
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Offline DJ Omnimaga

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Re: Grammer Feature Requests
« Reply #48 on: March 07, 2012, 11:20:50 pm »
Question what GS levels does Grammer support? Is it like Axe where you can use 3 or 4?

Offline Xeda112358

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Re: Grammer Feature Requests
« Reply #49 on: March 25, 2012, 08:50:26 am »
@DJ_O: D: I thought I already posted a response to this, sorry. It must have been a bad internet connection at the time :(

Currently, only 3-level gray is supported, but I would like to add 4-level in the future, as well.

Offline DJ Omnimaga

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Re: Grammer Feature Requests
« Reply #50 on: March 25, 2012, 12:54:02 pm »
Ah ok thanks for the info. :) ALso nice update in the other topic :D

Offline Xeda112358

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Re: Grammer Feature Requests
« Reply #51 on: April 26, 2012, 06:32:28 pm »
persalteas gave a great idea to add the ability to use Omnicalc fonts. I've been looking for an idea for the fourth font option and I think this is the best one :) This also means that it will work with BatLib fonts, too :) As a note, you must use an offset of 11 for Omnicalc fonts (they have extra data at the beginning). So for example, I have an Omnicalc font called prgmBOLD:

Code: [Select]
Output(3,11+Get("EBOLD
And now Omniacalc fonts can be used in your Grammer programs :) This is very helpful since there are tons of Omnicalc fonts available :)

Offline persalteas

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Re: Grammer Feature Requests
« Reply #52 on: April 27, 2012, 04:18:32 am »
Aha ! nice ! =)

the advantage of Omnicalc fonts is that they can create small sprites easy to use. (by sacrificing one character.)

Good job.


Offline Xeda112358

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Re: Grammer Feature Requests
« Reply #53 on: May 01, 2012, 05:19:15 pm »
Okay, so I am adding in some custom particle effects, but I need input on how I should have the ruleset stored. Should I do it as a number or like this:

P>Ry(3,"D,LR
That will make it try to go down first, then if it can't, it will try left or right. Currently, I have it number input like this:

P>Ry(3,5632

In binary, 5632=0001 0110 0000 0000. I would like to know if I should reverse this so numbers are smaller? For example, 0110 0001 which is 97?

Also, the particle engine is faster ^_^

EDIT: Ended up doing both :)

Offline DJ Omnimaga

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Re: Grammer Feature Requests
« Reply #54 on: December 27, 2012, 04:15:01 pm »
I wonder if you plan to add support for numbers up to 60,643,687,620? :trollface:

For example if members decided to port one of my old RPGs to Grammer, there are certain with elemental magic properties that can reach that high in amount of damage caused to the enemy (before being brought back to 9999) :P

For example, in Illusiat 11, there is a boss that takes 250 times more damage vs any elemental magic, so if you use the tri-elemental magic which multiplies all 3 elemental defense/weaknesses together, this means the boss takes 15,625,000 times more damage than normal vs that spell. :P
« Last Edit: December 27, 2012, 04:19:29 pm by DJ_O »

Offline Xeda112358

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Re: Grammer Feature Requests
« Reply #55 on: December 30, 2012, 05:02:11 pm »
In the plans for a future Grammer, I did plan to support arbitrary sized numbers, since the OS version is planned to replace the current TI-OS, even in math. However, I don't think Grammer 2 will support that natively (though I made a program in Grammer code that could handle large numbers like that).

Offline DJ Omnimaga

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Re: Grammer Feature Requests
« Reply #56 on: December 30, 2012, 05:18:05 pm »
Ah ok I was asking since Yeong is porting Illusiat 11 to Grammer for the Cemetech contest (which ends in 3 weeks), but due to the way damage formulas are done in the game, the number range supported by grammer was nowhere close to prevent glitches from occuring in the port if the character happened to fight very weak monsters at high level, especially the tri-elemental magic spell.

Also I think he ran into a bug with 32 bit numbers causing them to not be fully supported, as in above 2 or 4 millions or something, they glitched out.
« Last Edit: December 30, 2012, 05:19:15 pm by DJ_O »

Offline Yeong

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Re: Grammer Feature Requests
« Reply #57 on: December 30, 2012, 09:19:46 pm »
Well xeda said the maths are not yet done so XP
Also why won't recallpic work?
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Offline Xeda112358

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Re: Grammer Feature Requests
« Reply #58 on: December 31, 2012, 08:33:44 am »
I have no clue why it isn't working for you, it works fine for me. Well, actually, I have an idea... What is your code, precisely, and what picture are you trying to recall?

Offline Yeong

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Re: Grammer Feature Requests
« Reply #59 on: December 31, 2012, 10:46:13 am »
Well I did RecallPic 9 and tried to load os var pic9
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