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Messages - Elsewhere

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1
TI Z80 / Re: Polarizer
« on: February 21, 2011, 04:47:50 pm »
Putting my code on pastebin had an adverse side effect. It gave me "appv" (lowercase letters) instead of the [2nd][8] token. It was really hard to detect (someone else ended up asking me if I used the token, and I told them I had but I checked anyway and therein was the problem).

2
Axe / Re: External Vars Tutorial
« on: February 21, 2011, 04:42:56 pm »
Ah, thanks!

I initially did, but then I put it on pastebin and that messed it up (gave me "appv" in small letters). So, there's a problem solved!

3
TI Z80 / Re: Polarizer
« on: February 21, 2011, 04:35:42 pm »
There! It was just one small little fix, but it took forever to find. Well, here's the 6407-byte version, and it can be run through Asm(. Thanks for the optimizations, squidgetx and Happybobjr!

About the only difference from the original is the size, so don't expect much to be new.

Finally. (Sigh of relief)

EDIT: There was an 8 where there should have been a 9. Fixed.

4
Axe / Re: External Vars Tutorial
« on: February 21, 2011, 12:40:36 am »
Yeah, and then when it didn't work I added ample length to the created appvar and it still didn't work.

5
Axe / Re: External Vars Tutorial
« on: February 20, 2011, 11:49:40 pm »
Hm, nothing seemed to change. ???
Is there something else I did wrong?

6
Axe / Re: External Vars Tutorial
« on: February 20, 2011, 11:05:05 pm »
So, should this work or is there something I missed?
Code: [Select]
:!If GetCalc("appvPOLSC")
:GetCalc("appvPOLSC",37)->N
:For(A,0,37)
:0->{N+A}
:End
:End
:GetCalc("appvPOLSC")->N
:For(A,0,37)
:!If {N+A}
:.(do something)
:Else
:.(do something else)
:End
:End
What it should do is either load from an existing appvar or create the appvar, and then store it to N for reading. All it does is fail to create the appvar (and I've made sure there was enough RAM, as well as tested on Wabbit). After running the program, the calculator will load the PRGM menu really slowly and will eventually crash on something. Anyway, I've been staring blankly at these lines of code for too long. Any insight would be appreciated. :P

7
UberGraphX / Re: Project Paradise - Ubercalculator
« on: February 19, 2011, 11:47:35 pm »
Wow! This looks awesome! I'd totally buy one once they come out (If my math teacher would let me use it on tests ::))! Keep up the good work. ;D

8
TI Z80 / Re: Polarizer
« on: February 19, 2011, 07:19:59 pm »
Oh, alright. However, I'm experiencing some weird happenings. The saving thing wasn't working so I tried to modify the code but nothing seemed to work, and after running the game my calculator would freeze and I'd have to take out the battery and clear my RAM to get up and running again. I figured it was something with the calculator itself so I reset it but it's still experiencing the same freezes or slowdowns after running the game. Got any ideas, anyone? Also, the bug with saving and probably why my calc keeps resetting almost definitely stems from the game not being able to create the saving appvar and then reading and writing to some unknown place in storage.

The things one will do for optimizations :P

9
TI Z80 / Re: Polarizer
« on: February 18, 2011, 01:02:03 pm »
It mostly worked, although I'll have to make a few modifications because some aspects didn't work as they should. Also, why did you get rid of all the spaces in the Text( commands? Do extra characters take up a lot of bytes?

10
TI Z80 / Re: Polarizer
« on: February 17, 2011, 11:40:32 pm »
Okay, awesome! I think I used all the variables, however. Ans could always be used for very temporary storage, if it was really necessary. Good work, though! ;D

11
TI Z80 / Re: Polarizer
« on: February 17, 2011, 08:01:03 pm »
POLSRC
POLINIT

Okay, here they are! Note that I haven't changed much besides the implementation of optimizations and a few more backgrounds. Mostly I'd been trying to implement music but I eventually gave up. :-X Also, anyone know of something that takes .8xps and converts them directly into Axe code? Right now I have to manually change everything to make it look nice ::)

12
TI Z80 / Re: Polarizer
« on: February 17, 2011, 07:08:37 am »
Okay, haven't been making much headway on the music front. I got it to work on Wabbit but it didn't sound like the song... I'll probably just keep the game as it is with the reduced source code.

Happybobjr: Currently I'm at 8432 bytes, and it seems like a bit of a dream, but could your optimizations push it under 8192? Then I'd just have to release one Asm(-runnable program ;)

13
TI Z80 / Re: Polarizer
« on: February 15, 2011, 08:04:47 pm »
That's the empty level, and all the values are already set as 0 at the start of the LV label, so I didn't need anything for it. Also, I had 3 and 16 or something mixed around in there, but I eventually fixed it in the code.

14
TI Z80 / Re: Polarizer
« on: February 15, 2011, 06:28:32 pm »
Bah, well I can't find a 3.5 to 2.5mm adapter for my headphones. :P I guess I'll have to wait until I can get one. The exporting with Wabbit seemed to do the trick though, and I could send the files, so I guess it works. In the meantime I guess I can do some work on the actual song.

Happybobjr: Any optimization is good optimization! And it should provide me insight on how to make my files smaller in the future, so it's really helpful.

15
TI Z80 / Re: Polarizer
« on: February 14, 2011, 10:16:11 pm »
Hm, but how would I go about getting the .8xvs onto my 84+? There's no GraphLink for 84s I can find anywhere and TI Connect won't accept them. Is there something I'm missing?

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