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Messages - Builderboy

Pages: 1 ... 257 258 [259] 260 261 ... 375
3871
The Axe Parser Project / Re: Axe Parser
« on: June 29, 2010, 11:45:37 pm »
Hmmm i am concerned that something might end up happening, since you are storing in unsafe areas.  Where exactly are you storing your tilemap?

3872
Portal X / Re: Portal X
« on: June 29, 2010, 11:26:02 pm »
Im for sure sticking to 3x3 sprites.  And right now its exactly the same speed as 2x2 because i changed nothing but the sprites.  My question is whether or not i should also update the physics, which would make boxes take more processing power, which would mean less of them possible in one room.

3873
Portal X / Re: Portal X
« on: June 29, 2010, 11:18:25 pm »
Thanks :)

SO i am debating over the physics for the 3x3 boxes (i fixed all the bugs) and i currently still have the physics for the 2x2 boxes implemented, even though i have switched to the 3x3 sprites.  As a result, although no actual glitching can occur (like it cant go through walls entirely) the box will go into walls 1 pixel before stopping.  I would have to more than double the collision calls to impart accurate physics collisions, so i am asking you guys what do you think?

3874
The Axe Parser Project / Re: Axe Parser
« on: June 29, 2010, 11:13:16 pm »
will bad things happen if i do the following code:
Code: [Select]
For(A,1,8
0→{L3-A}
End


Hmmm most likely something bad will happen, you are writing to a place that is not inside the Safe Ram dedicated to the AppBackupScreen (where L3 is pointing to).  What are you trying to accomplish?

3875
Art / Re: 46x46 lemon GO!
« on: June 29, 2010, 09:42:33 pm »
Hooray!  Feel free to edit is as you see fit :)

3876
Portal X / Re: Portal X
« on: June 29, 2010, 03:54:03 pm »

Actually that's not entirely correct. You can have approx. 8100 bytes of executed code, but your data can extend beyond that limit. As long as you don't execute across the 8100 line ($C000), you're fine, so reorganizing data sometimes pays off. (i.e. putting it all at the end of the program binary)



Thats true for MirageOS or other Shells, but for asm program run from the home screen, data counts.  try this in Axe:

Code: [Select]
.Axe
Zeros(9001)->Str1
Output(0,0,"OHAI

you get an Asm program thats mostly data, and yet the TiOS throws an Error Invalid upon execution.  The limit on the home screen is about 8100 of program size.  The limit for shells is about 8800 of executable.

And thanks Quigibo ;D I need to check the auto optimizations list more often, and stop being a silly programer :P thanks!

3877
Art / Re: 46x46 lemon GO!
« on: June 29, 2010, 03:19:19 pm »
Woot here i a lemon that i did not draw but imported from a picture and converted to monochrome with TiConnect ;D

3878
Portal X / Re: Portal X
« on: June 29, 2010, 02:48:50 pm »
Yeah for Nostub the limit I think is 8100 bytes about including data.  Silly TI x.x

3879
Portal X / Re: Portal X
« on: June 29, 2010, 02:39:31 pm »
Nope, it compiles to about 9100 bytes so noStub isnt possible right now.  Lucky for me the 9100 contains enough data so that it still works in MirageOS. 

3880
Portal X / Re: Portal X
« on: June 29, 2010, 02:31:15 pm »
I have a version of Axe that compiles the App, so memory isnt a problem anymore.  I have just been using MirageOS because it has a faster compile time, and as of now my program is still small enough to be run.

On a different note, i discovered that my game engine spent roughly 18% of its time multiplying by 18 o.O Since i was multiplying by 18 in my collision code, things were slowing down.  Soooo i changed

Code: [Select]
A*18
to

Code: [Select]
A*2*2*2*2+A+A
And almost 18% of the computational time has been removed :D.  Also, Quigibo, correct me if im wrong, but boolean expressions in Axe are actualy slower than their corospondinf If Statements right?  So

Code: [Select]
X-51->D
If A>30000
D+307->D
End

is faster than

Code: [Select]
A>30000*307-51+D->E
Right?  Since one multiplies by 307 and the other does not.

3881
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: June 29, 2010, 02:58:32 am »
Hahahahahaha i actually do that XD

3882
The Axe Parser Project / Re: Axiom SDK For Developers
« on: June 29, 2010, 01:20:57 am »
Wow, only 29 so far?  Could have sworn it was more ;D Well in that case 32 should be more than enough :) Since a single Axiom could more than double the amount of sub's available to a program :O

3883
TI-Nspire / Re: Virus to crack RSA for nspire? :P
« on: June 29, 2010, 01:16:45 am »
I dont like the idea of a Virus designed to crack Texas Instruments codes being designed at Omnimaga.  That being said, a *voluntary* system similar to the one they used to crack the remaining codes could be used, but this is 1024 bit we are talking about, that is enormous.  There is also memory requirements, which are also large, although you would have to ask someone more knowledgeable in factoring the keys than me to get the specifics. Bottom line: No Virus 

3884
Portal X / Re: Portal X
« on: June 29, 2010, 12:49:05 am »
Immovable turrets kinda defeats the original purpose of turrets though, which is to find some way to either get behind them or knock them over with boxes.  Oh well, i think the game will be fine without them :P

As for Level Editor, definetaly.  I will probably just modify the current level creator i have to be a bit more user friendly and bug free.

3885
Pokemon Red / Re: Pokemon Red
« on: June 28, 2010, 04:20:20 pm »
Hmmm im no expert in compression, but http://en.wikipedia.org/wiki/Lossless_data_compression might be of some help if you havent checked it out already

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