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Messages - Radical Pi
1
« on: February 14, 2013, 12:50:09 pm »
I'm glad to see this project is still alive! I'm still looking forward to it, regardless of how long it's been (wow, 8 years already?) or how much longer it will take.
2
« on: February 28, 2012, 04:47:14 pm »
Negative board/topic ID's? That is a hilarious and clever way of reintegrating all the old boards And I'm really liking this new theme!
3
« on: February 04, 2012, 07:31:08 am »
Wow, I never expected this to happen. This is pretty cool I guess today I'll be nostalgia-binging through the old archives
4
« on: December 28, 2011, 09:47:02 pm »
I guess it wouldn't hurt to join this
5
« on: December 28, 2011, 09:45:22 pm »
I was finally able to listen to the entire album in one sitting, and I love it I was gonna try reviewing each of the songs more in depth, so I took notes as I listened, but the only things I wrote for any of songs were "yes", "great", "VERY YES", and "YESSSSS" The "VERY YES" comment was to Xaminaga for remixing one of my other favorite Omnimaga songs, and "YESSSSS" was at The Land of Hopelessness for... well, the entire thing, really
6
« on: December 10, 2011, 11:55:05 am »
I definitely will, but I'm going to (try to) save those for the full album
7
« on: December 10, 2011, 01:32:39 am »
After deciding I wouldn't listen to any songs from TotKotM until the album came out, so I could experience it all at once for the first time, I gave in and listened to this
And it was magnificent
8
« on: December 05, 2011, 05:15:00 pm »
This is pretty amazing, I'm wishing I had an Nspire right now
9
« on: December 01, 2011, 10:15:37 pm »
You... changed your avatar?! I simply don't know how to respond to this. This is too much. How can this possibly be a good thing?! What you have done is broken tradition--no, DESTROYED tradition. You have physically assaulted tradition and stole its money and left it to die in the middle of the dark alley you found it in. This isn't just an offense against humanity.
This is an offense against yourself.
10
« on: March 18, 2010, 10:30:32 am »
min(8,max(1,R
max(1,R returns 1 if R is less than 1. AKA, This is the bounding code for the top of the screen.
min(8,R returns 8 if R is greater than 8. This is the bounding code for the bottom of the screen.
And since both of those expressions = R, you can nest them like I did to combine their functionality/optimize.
11
« on: March 17, 2010, 09:22:03 pm »
Awesome, apparently forum visits accumulate when you skip days. Now I can play this with a little less stress.
12
« on: March 17, 2010, 12:14:14 am »
Alright, I've implemented the basics of what you want, but in a way that I don't think can easily be extended for whatever the real reason you wanted this for was (an rpg engine?). But it's the idea behind it that counts. ClrHome :1→R //R and C are my row and column, :1→C //R from 1 to 8, C from 1 to 16. Standard stuff. :1→P //P and Q are my higher-level-map row and column, respectively. :1→Q //I'm using a 3x3 mega-map, so both are 1 to 3. :Repeat K=45 :Repeat Ans :getKey→K :End :Output(R,C," :R+(K=34)-(K=25→R //Typical. :C+(K=26)-(K=24→C :min(3,max(1,P+(R>8)-not(R→A //The innermost part moves P if R is out of its current map. The min/max keep P in its bound. But store this to A, to see whether P changes later. :min(3,max(1,Q+(C>16)-(C<1→B //Same basic thing for Q. If C is out of bounds, change Q, then force Q back into its bounds with min/max. :min(8,max(1,R-8(A-P→R //Inner part: awesome way of saying "If P changed, put R on the other side of the screen like it should be". :min(16,max(1,C-16(B-Q→C //Outer part: "unless you're going out of the mega-map. Then this catches you and puts you back in the 1-8 bounds." Same for C. :A→P //And then we need to actually update P and Q :B→Q :Output(1,2,"P Q :Output(2,1,{P,Q //Just for you to keep track, really. :Output(R,C,"* :End Apologies if my explanation isn't up to par. It's after midnight and I honestly started forgetting how exactly my code worked while I was typing (edited to fix a typo)
13
« on: March 16, 2010, 06:41:52 pm »
If I'm interpreting your post correctly, basically you want a non-scrolling 3x2 map of standard 8x16 map segments, and you want to prevent yourself from going outside the 3x2 mega-map? I didn't fully read your code, but this is what I would use to keep myself in any kind of bounds: min(8,max(1,R -> R min(16,max(1,C -> C Just replace R and C with whatever vars you use for your mega-level row and column. I hope this is what you were looking for, and if it is, that this post helps
14
« on: March 16, 2010, 10:30:35 am »
Either way, the existence of probabilities (within quantum physics) does not relate in any way to our understanding of the human mind. How are you correlating the two? Even if probabilities existed, we cannot then assume the same can be applied to human psychology, as well. It may be easier to maintain the illusion of free will, in that we often to refer to our actions as choices, and assume personal responsibility therein; but behind the scenes, we're being lead down an inexorable path that remains beyond our direct control. Quantum randomness implies that true determinism at the very least isn't completely correct, thus allowing free will to exist. As for your other point, I don't have any counter-responses.
15
« on: March 15, 2010, 08:19:37 pm »
Congrats! I'm pretty bad at that Snake game... But I just about doubled the highscore for Rsnake after playing it for about ten minutes today
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