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Messages - Builderboy
Pages: 1 ... 144 145 [146] 147 148 ... 375
2176
« on: December 24, 2010, 01:41:52 am »
Actually a new version of Axe should be coming out in a bit that allows you to move them to a different location, which would make Axe compatible with CalcNet
2177
« on: December 23, 2010, 02:18:33 pm »
Keeping in mind what calcdude84se pointed out about A and B, if either A or B will sometimes be non-boolean values (anything besides 0 and 1), you want to use the two separate if statements. If they will always be booleans, however, compare the following two blocks of code:
If A If B Do stuff End End
- A is false: 34 t-states
- A is true: 68 t-states
If A and B Do stuff End
The second one is only faster if A will be true at least 16/17 of the time.
Thats excellent data! So what that means is that even if A is true 94% of the time, its still worth it to make the change to two if statements So as a general rule, the best thing to do is to use two different If statements if you are going for absolute speed. Unless A is only false like once in every 9000th cycle
2178
« on: December 23, 2010, 01:51:03 am »
The wire is broken or something inside so it only works if you bend the wire a certain way
2179
« on: December 23, 2010, 01:41:54 am »
yeah im going to include that one for sure, as well as much of the others, although they might have small changes
2180
« on: December 23, 2010, 01:34:25 am »
Ah, well i did but im most likely going to recode all of the Hex for the levels, as i am finalizing the design and i don't wanna have to go through and pull the hex out of all those programs i made a while ago. I have a handy dandy level editor so it will be no problem to remake them ^^
2181
« on: December 23, 2010, 01:31:54 am »
Hmmm what do you mean only some of the levels?
2182
« on: December 23, 2010, 01:28:18 am »
Ahhh yeah that works too. I like the top left because it starts out nice and slow since the keypresses would be farther apart and it gets more and more intense as you get towards the center
2183
« on: December 23, 2010, 01:26:44 am »
That looks awesome I can't wait to try this out with my sisters calc (that is if my link cable behaves :|)
2184
« on: December 23, 2010, 01:24:59 am »
Sweet Good luck on implementing physics i hope its not to crazy in asm
2185
« on: December 23, 2010, 01:24:09 am »
Sounds awesome Nice to hear everything is running faster, and congrats on rewriting the engine, i know that can be quite an undertaking
2186
« on: December 23, 2010, 01:23:34 am »
Hmmmm i wonder if there would be enough speed for 8 level greyscale in an Axe game o.O if i remember correctly calc84 had to do some crazy optimizing to get 8 greyscale to work. Nevertheless i think 8 greyscale would be more useful than Or'ing the two buffers onto the screen
2187
« on: December 23, 2010, 01:21:55 am »
Its actually not auto optimized anymore due to the possibility of memory leaks i believe in included programs
2188
« on: December 23, 2010, 01:21:07 am »
Wow both of these games are excellent and very accomplished for having only a week and one button!
Boost had a great concept and great graphics and gameplay (although it got pretty difficult i must say, i couldn't get past level 3). And is a very large accomplishment for only a week of programing time. I found it strange however how i needed to restart the program every time i wanted to advance a level, even pressing enter before the counter counted down ended the program it seemed.
The game pack was also very well made, with 3 addicting games. The menu selection was very clever and worked very well, and all 3 games were well made for using only one button. I would, however, recommend in the game where you go in spirals to start in the upper left hand corner, to give you more space.
This was a very very tough decision, but i think i am going to vote for the One Button Suite for entertainment and re playability, as well as for good difficulty.
2189
« on: December 23, 2010, 01:14:08 am »
Too many returns can't crash your calc, too many calls can however. Like for example:
Lbl Sub Disp "HI Return Return Return Return Calling this subroutine won't crash because only the first Return will be experienced. No matter how many returns you have, at the very *most* you will return to where you started, which is a safe place. The only ways a crash can happen is if you call too many times and run out of stack space, or if you don't return enough and end up in a weird place
2190
« on: December 23, 2010, 01:10:49 am »
Well I didn't mean the size of the string is what effects the speed. It's where in the string you're starting from. Like DJ said, if you have a string with 2005 tokens in it you will notice a speed difference between sub(Str1,1,5 and sub(Str1,2001,5. So the further inside the string you're trying to start from the longer it will take to display it or find it.
Oh, I didn't notice that. Okay, TI screwed up
Well actually the OS is forced to look from the very beginning of the string due to the presence of 2 byte tokens It knows the *byte* length of the string, but it doesn't know the token length without starting from the beginning
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