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Messages - Builderboy

Pages: 1 2 3 [4] 5 6 ... 375
46
The Axe Parser Project / Re: Bug Reports
« on: December 25, 2012, 02:35:35 am »
The /* operation divides two 8.8 fixed point numbers, but the numbers you are giving it are not in fixed point format.  To put the numbers in fixed point format, use 1.0 and 10.0 instead of 1 and 10.  Furthermore, when you display a fixed point number, it will be x256, so if you expect the result 1, you will see the result 256.  In this case, you will see the result 250 because of rounding error when you do the divide.

47
The Axe Parser Project / Re: Features Wishlist
« on: December 23, 2012, 02:37:14 am »
Really the only way to do that is to code it in yourself with multiple If Statements, as the AND and OR operators are bit-wise and not boolean

48
Axe / Re: Correct way to do smooth scrolling in a tilemapper?
« on: December 20, 2012, 12:55:55 pm »
You should check out the command list for Axe, it has all sorts of useful information like that :D you can use the >Dec command to display the value of a number instead of a string

49
Axe / Re: Correct way to do smooth scrolling in a tilemapper?
« on: December 20, 2012, 12:27:42 pm »
It's worthy to note that smoothscrolling should not affect collision in any way, since scrolling is just a graphical effect.

50
The Axe Parser Project / Re: Bug Reports
« on: December 19, 2012, 03:35:02 am »
I believe that is SourceCoder syntax, in which the radian r symbol is represented as {^r}

51
The Axe Parser Project / Re: Bug Reports
« on: December 19, 2012, 03:10:42 am »
It's also worthy to note that the ++ operation already stores the incremented value back to where it was read from, so the →{C+D}r part is completely unnecessary (and may not even work 100% of the time, since ++ doesn't always return the incremented value)

52
The Axe Parser Project / Re: Bug Reports
« on: December 17, 2012, 05:18:44 pm »
I would recommend narrowing down the problem, as it's kind of difficult without learning all of your code to figure out what is going on, and the cause of the mistake is not immediately obvious.  What is the behavior in earlier versions of Axe? 

53
Portal X / Re: Portal Prelude
« on: December 16, 2012, 09:20:24 pm »
Okay I just found an exploit in Level 38 that neither me nor leafy found, which makes it super easy, so I will work on removing that for the next update.

54
Axe / Re: AXE Linking
« on: December 15, 2012, 04:15:25 am »
You can't send/receive a different number of bytes between 2 calcs. You always have to send and receive the same number of bytes, so if you want to send 3 bytes and receive 1, make the second calc send useless bytes as 2nd and 3rd to keep the calcs in sync.
That is not necessarily true, with the right linking protocol you can send any number of bytes in either direction.  I wrote a basic tutorial on linking a while ago but I think it got lost D:

55
The Axe Parser Project / Re: Bug Reports
« on: December 15, 2012, 02:59:25 am »
Maybe you want to include the same code twice but underneath 2 different Realloc#() commands to modify the variables that the code modifies?  Either way I don't see any reason to remove the ability to include programs twice, as it doesn't really hurt anything.

56
Portal X / Re: Portal Prelude
« on: December 14, 2012, 08:21:12 pm »
Level 38 is a tricky one to place, since some people find it extremely difficult to solve, but others might see it right away.  Glad you liked it though!

57
Portal X / Re: Portal Prelude
« on: December 14, 2012, 03:45:34 am »
Have you already tried clearing your RAM?  There should be nothing in Portal that even has the ability to change your OS, so if clearing your RAM does not fix anything, go to the Texas Instruments website and download an OS, and then send it to your calculator with TiConnect.

58
Math and Science / Re: Buoyancy
« on: December 14, 2012, 03:42:55 am »
It doesn't sound that counter-intuitive to me, it sounds like a suction cup!  Since there is no way for the water to get underneath the block, there are exactly 2 forces acting on the block.  The force of the water (which goes straight down because water is only pushing on the top and sides), and the normal force.  The normal force in this case would be equal and opposite to the force of the water, meaning the block would stay in it's place.  The block would only rise if an external force was applied to it that was equal or greater than the force of the water.  All of this sounds a lot like the behavior of a suction-cup to me

59
Other Calculators / Re: Impossible O.o
« on: December 13, 2012, 07:13:08 pm »
If it was compiled with the new version of Axe (1.2.0) there is a bug that can cause this glitch.  The apps actually do have different 8th characters, but the menu doesn't show this.

60
News / Re: Ticalc.org launches POTY 2012
« on: December 10, 2012, 04:38:03 pm »
It is not, I have to wait a whole year D: Lol I am super excited for this years POTY though ^^

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