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Messages - Builderboy

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1351
General Discussion / Re: Animusic
« on: April 14, 2011, 05:46:15 pm »
I love Animusic ^^ I have both the first and second DVD and I love listening to them in surround sound :]

1352
If you compile for a shell, you don't have to worry about the 8100 limit.  The 8811 limit is always there, and cannot be bypassed.  Fortunately the 8811 limit is only for code and not data.  The 8100 limit is OS imposed and counts for both code and data

1353
Miscellaneous / Re: Favorite font
« on: April 14, 2011, 10:57:19 am »
My  Favorite  Font  Is  WELTRON URBAN

To bad thats not urban :( HTML can't display Urban apparently, here is image:


1354
The Axe Parser Project / Re: Axiom Requests
« on: April 14, 2011, 09:42:30 am »
umm, shouldn't it be a +, since or is only 8-bit?

From manual,
EXP1·EXP2
EXP1+EXP2
EXP1☐EXP2    Returns respectively the full 16 bit "and", "or", and "xor" of the two expressions. These are the plot style tokens.


Well since he is going byte by bytes (For(I,0,767)) the 16bit isn't needed :)

1355
General Calculator Help / Re: My calc mess up horizontal lines
« on: April 14, 2011, 01:32:57 am »
Can those pixels be drawn normally or are they dead?

1356
The Axe Parser Project / Re: Axiom Requests
« on: April 13, 2011, 11:42:50 pm »
There is definitely a way to do it in Asm, although you would have to get an asm guru to help you, I am not leet enough :P

1357
The Axe Parser Project / Re: Axiom Requests
« on: April 13, 2011, 11:28:36 pm »
I didn't say you couldn't?  What do you mean?  I just meant we don't have to allocate any new memory to get 3 buffers :)

1358
The Axe Parser Project / Re: Axiom Requests
« on: April 13, 2011, 11:15:59 pm »
Oooooooh in that case we don'y need to bother with this because there is enough memory in L1 L3 and L6 for 3 buffers :) I imagine that Axiom would be fairly easy to make too! :D

1359
News / Re: Lua on the Nspire?
« on: April 13, 2011, 11:15:13 pm »
There are lost of good interpreted languages out there :) Java is one! 

And before you say its compiled, know that it is 'compiled' into bytecode, not assembly, and then it is interpreted :P

1360
TI Z80 / Re: Half Life 2: On-Calc
« on: April 13, 2011, 11:09:55 pm »
PortalX hasn't seen much progress lately, unfortunately :/ As have most of my calc games due to the fact that I lack a math class this semester :P

1361
The Axe Parser Project / Re: Axiom Requests
« on: April 13, 2011, 11:08:46 pm »
Indeed ^^ I wonder if 16 scale greyscale would be fast enough with 4 sprites to display per object to get good speed though o.O

1362
TI Z80 / Re: Half Life 2: On-Calc
« on: April 13, 2011, 11:04:15 pm »
Gotcha :) Can't wait for more development on this!  Especially the physics engine :] You know how much I love physics ^^

1363
The Axe Parser Project / Re: Axiom Requests
« on: April 13, 2011, 11:03:27 pm »
Hmmmm it could work, how about it just lets you supply a pointer to the buffer and the programmer can figure out where to get his RAM :P

1364
The Axe Parser Project / Re: Axiom Requests
« on: April 13, 2011, 11:01:41 pm »
Im no expert, but I believe you have to be executing from the OS, or from an App in order to control the swapping of RAM pages and still have it be useful.  But anybody feel free to correct me :)

1365
TI Z80 / Re: Half Life 2: On-Calc
« on: April 13, 2011, 10:59:20 pm »
By sprite i just meant tilemap, I would actually aim for a smaller one myself, just so you could get as much map on the screen as possible, but you also lose detail so its a tradeoff, hmmm

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