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Messages - danny90444
1
« on: July 17, 2012, 08:53:48 pm »
If you're going for a SHMUP, I would say make a bullet hell. There's enough of the overused standard arcade shooters on the calculator, but people really go for hardcore games around here. It would also be good if you could utilize graphics that aren't humdrum.
By Bullet hell you mean... what ?
2
« on: July 08, 2012, 08:22:00 pm »
Ive been thinking about making a game sort of like galaga or Devrays and i wanted to know if there were an y specifics i need for it and also se ideas for what to make.
3
« on: July 08, 2012, 08:16:29 pm »
Can someone explain what Bitmaps are?
4
« on: July 08, 2012, 08:14:22 pm »
thanks
5
« on: July 06, 2012, 01:19:17 pm »
I don't understand the BA part. Is that one number split between two variables? And I don't know what floating point is exactly.
Your number A is 16 bits (2 bytes). Let's represent a bit by X. So A looks like this XXXXXXXXXXXXXXXX. Same for B, B looks like this XXXXXXXXXXXXXXXX. Now, what would be BA ? It is B followed by A so BA looks like this XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX And you just created a 32 bits number
Floating point is basically numbers with a decimal where the period is not at the same place for each number. So you could work with 53.21 and 589.4 as opposed to fixed point where the period is always at the same place for everyone
So that number would be 4 bytes?
6
« on: July 06, 2012, 10:47:05 am »
The OP "registers" are a set of memory areas that are used as operands by the OS's floating point routines. Unless you need floating point, there shouldn't be a need to explicitly deal with them. If you want to do math with larger integers, you basically need to write the routines yourself (precluding a library/axiom already having been written. I don't follow Axe too much.). For example, to add the number BA (formed from variables A and B) to DC, and store the result back to BA, you could do something like A+C->A<C+B+D->B, where -> is the STO> symbol. An easier-to-follow variation goes like this:
A+C->A If A<C B+D->B Else B+D+1->B End
I don't understand the BA part. Is that one number split between two variables? And I don't know what floating point is exactly.
7
« on: July 05, 2012, 05:38:49 pm »
My signature is just a physics joke because i love physics.
8
« on: July 05, 2012, 12:06:31 pm »
Basically, to know the limit of X bytes, you do 2X*8-1. So 1 byte stops at 255, 2 bytes stop at 65535, etc
Ok thanks . Whats OP though?
9
« on: July 05, 2012, 12:00:01 pm »
Do you know about anything about numbers bigger than 65355? Are they 3 bytes or 4 or something like that?
Depends on how much bigger than 65355.
Like in the millions.
10
« on: July 04, 2012, 08:21:16 pm »
What's up with the topic title
* parserp is confused
If you read the first page I was asking about how to use write back.
11
« on: July 04, 2012, 08:19:32 pm »
Thanx
12
« on: July 04, 2012, 08:18:57 pm »
Combine how ? and what are OP registers?
13
« on: July 03, 2012, 02:57:33 pm »
Do you know about anything about numbers bigger than 65355? Are they 3 bytes or 4 or something like that?
14
« on: July 03, 2012, 02:51:57 pm »
I'm kind of learning both at the same time.
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« on: July 03, 2012, 12:09:25 pm »
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