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Messages - Builderboy

Pages: 1 ... 158 159 [160] 161 162 ... 375
2386
Casio Calculators / Re: My letter to casio -- read before I send!
« on: December 06, 2010, 05:44:25 pm »
Looks good to me too, nice and polite and has got to stroke their ego with the TI hit at the end  ;D

2387
TI Z80 / Re: Axe Raycaster
« on: December 06, 2010, 04:47:17 pm »
I don't think it should slow it down significantly, since its only a single multiplication for each ray, and you can prerender the cosine functions before you start the simulation.

2388
News / Re: Ticalc.org gets POTY again
« on: December 06, 2010, 04:46:21 pm »
It was in my spam  lol i fail

2389
The Axe Parser Project / Re: Features Wishlist
« on: December 06, 2010, 02:24:13 pm »
Oh wait never mind, lol i was reading the explanation of reverse modulus wrong.

2390
Ti84+SE 2.43

And the correct 5th derivative should be more around 12 i believe.

2391
Yikes, i just had this do horrible things.  set Y1=e^(X^2), Y2=nDeriv(Y1,X,X), Y3=nDeriv(Y2,X,X), Y4=nDeriv(Y3,X,X), and Y5=nDeriv(Y4,X,X).  Then on the homescreen do Y5(0).  I got a RESETING... message.  I promptly pulled my batteries, and put them back in.... Grabage Collecting ??? I only lost a small test program in archive and RAM, and was able to replicate it several times with fresh RAM clears.  Whats going on??

2392
General Discussion / Re: Music and Ambiance request
« on: December 06, 2010, 02:09:21 pm »
Haha thats epic ^^ It also turns out if you take really sharp noises like glass breaking and slow them down over 9000 times, and add a bit of echo, it can turn really creepy >:D

2393
TI Z80 / Re: Powder Game
« on: December 06, 2010, 02:08:27 pm »
Yikes that sounds horrid D: Well glad you got the physics to work anyway :P

2394
News / Re: Ticalc.org gets POTY again
« on: December 06, 2010, 02:07:17 pm »
Woot i got my confirmation and voted for illustat! :w00t:

2395
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: December 06, 2010, 02:06:33 pm »
Yes this is the memory issue of the calculator, and cannot be bypassed in programs because it is a hardware issue.  And with a game of this size, its understandable.  The first thing you can do is compile it for MirageOS, since it does not have the limit and gives you any ammount of data as you need.  After that stops working (ie: giving you ram clears), you will *need* to either switch to App, or some other method of storing your program.  There is no way around it.

2396
The Axe Parser Project / Re: Features Wishlist
« on: December 06, 2010, 01:55:45 pm »
For reverse modulus 2, wouldn't #+1^2 be smaller and faster?

2397
Computer Projects and Ideas / Re: Juggernaut
« on: December 06, 2010, 01:53:29 pm »
Sounds awesome!  I can't wait to see some screeneis of some of the tests and trials ^^

2398
TI Z80 / Re: Axe Raycaster
« on: December 06, 2010, 01:51:58 pm »
What you guys are noticing is the 'fishbowl effect', and can be remedied by multiplying the length of a cast ray by the cosine of the angle of the ray relative to the direction you are facing.  But it looks awesome and fast!  How exactly are you drawing the dithered walls so fast?  Is it greyscale? because it doesn't look to be alternating

2399
TI Z80 / Re: PapiJump
« on: December 06, 2010, 02:31:03 am »
That looks and plays awesome!  Reminds me a bit of doodle jump :)

2400
Humour and Jokes / Re: The Legend of Omnimaga
« on: December 06, 2010, 02:22:36 am »
Not too long, i already had it all through up in my head ^^

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