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Messages - Builderboy

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3841
TI Z80 / Re: Geometry Wars Update
« on: July 02, 2010, 08:53:46 pm »
Congratulaions on the double feature!  An epic achievment in itself!  ;D all of your games are excelent and amazing and they totaly deserve the features!  Congratulations!

3842
TI-BASIC / Re: Programs become unstable over time?
« on: July 02, 2010, 08:52:26 pm »
I remember I once had a problem when transfering groups to a calculator, are you tranfering as a group or as a program? Because it might help to ungroup them on your computer if that is the case

3843
General Calculator Help / Re: TI-83 Plus link port failure
« on: July 02, 2010, 08:19:35 pm »
Damn thats no good.  Hopefully you have a way to fix it D: Is there any info on how the port is to be constructed?

3844
Portal X / Re: Portal X
« on: July 02, 2010, 08:16:45 pm »
Whoops i forgot to sign the App, now i need to figure out how to do that...  You tried wabbitsign you say?

3845
Portal X / Re: Portal X
« on: July 02, 2010, 05:16:20 pm »
That post started the 23rd page of this thread, and excelent :)

3846
Other Calculators / Re: Wabbitemu Tool-Assisted Speedrun support test
« on: July 02, 2010, 04:57:33 pm »
Thanks :) I had to run it at 5% speed and even then it was really tricky to get working.  I really like the end result though :D

3847
Other Calculators / Re: Wabbitemu Tool-Assisted Speedrun support test
« on: July 02, 2010, 04:37:51 pm »
Here is a TAS of the Portal demo, complete in 8 seconds ^-^

3848
The Axe Parser Project / Re: Features Wishlist
« on: July 02, 2010, 04:37:34 pm »
When compiling to App, since it doesnt tell you program size, could it tell you how much free space is left in the App?  Just a suggestion :)

3849
Portal X / Re: Portal X
« on: July 02, 2010, 04:34:08 pm »
The new demo is OUT!  Its a single test chamber that is going to be in the game.  It utilizes boxes, portal techniques, lazer walls, buttons, and doors.  Use the arrow keys to move, up to jump, and 2nd to grab and release a box when you are near it.  Get through the door to escape the test chamber!  (Although there is no win detection yet) press clear to quit.

Fun Fact: I was able to complete the test chamber in 8 seconds ^-^ see if you can beat my score :P Ill post a screenie in the TAS thread soon.

Funner Fact:  This is version 0.2.3, i just started the 23'd page, and 23 is my favorite number :O


3850
TI-BASIC / Re: Programs become unstable over time?
« on: July 02, 2010, 02:18:12 pm »
Be carefull with grouptool, I once had it corrupt an entire group of Serenity progress with token FF

3851
The Axe Parser Project / Re: Bug Reports
« on: July 02, 2010, 04:24:15 am »
Hmmm im having weird problems with interrupts.  Sometimes i've had them randomly turn themselves off.  Here is the exact code:

Code: [Select]
.AXE
ClrDraw
DiagnosticOff
FnOn
fnInt(IN,0)

9->C

Repeat getKey(15)
Pxl-On(C/2/2/2/2,0
DispGraph
End

LnReg
Return

Lbl IN
C+1->C

I use the pixel moving thing because displaying text messes with interrupts i also noticed.  Every one in a while when you run the program the pixels will stop advancing.  I have run some tests, and there is no crash, the rest of the program continues to run, but the interrupts have turned off.

3852
TI Z80 / Re: Calcalca
« on: July 02, 2010, 03:24:01 am »
Haha ill keep that in mind for next April ^-^

3853
Axe / Re: Smooth Scrolling Tilemapper
« on: July 02, 2010, 03:23:28 am »
Thats ingenious :D I wonder if any Tilemapper Axioms will be written, because i hear there are mucho optimizations that are involved with displaying smooth tilemaps instead of just looping a sprite routine.

3854
TI Z80 / Re: Calcalca
« on: July 02, 2010, 03:13:42 am »
Haha yep, all of my posts were upside down.  Including all my info, location ect...  If it was possible i would have even changed my name :P


Hmmm i wonder if the anti-profanity filter would be abused to invert the entire site? ^-^

3855
Axe / Re: Axe Optimization Tricks
« on: July 02, 2010, 02:46:18 am »
Yeah, it does it that way for precision.  For example, if it was stored in Binary, there would be horrible rounding problems (like how there is no way to represent .1 in Binary accurately) so they use this digit approach which may be slower but so much more precise

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