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Messages - Builderboy

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916
The Axe Parser Project / Re: Bug Reports
« on: October 16, 2011, 05:25:15 pm »
Could you post the code itself?  That would probably help ferret out the bug quicker :)

917
TI Z80 / Re: Golf Tour 2011 - Not mini golf!
« on: October 16, 2011, 05:24:32 pm »
How different is AXE math from BASIC math?

Axe numbers use 2 bytes to represent an integer from 0 to 65535.  Using different methods, you can modify this range to be from -32768 to 32768, still integer.  And then using a method called fixed-point-arithmatic, you can store numbers from -256 to 256, but with accuracy past the basic integer.  In hex, your Fixed point number would look like ##.##, where the ##'s represent the individual bytes.  The advantages of Axe math is that they are extremely fast, as well as being directly integrated with all of the Axe functions.  The disadvantages of Axe math is that they have limited accuracy, and don't work as well in cases where extremely high accuracy is needed.

Basic math (in regards to using it in Axe) is extremely limited simply because Axe only supports importing and exporting Basic variables as integers.  Additionally, Axe does not support doing mathematical operations on Basic variables, and lots of Hex code would need to be used to either access the arithmetical BCALLS, or run a Basic program.  Additionally, basic math is much slower than Axe math, because the code is not compiled, and instead is being manipulated by the (inherently) slow BCALLS.  The advantage Basic math has is it's high accuracy, from -1*10^99 to 1*10^99, with a decimal accuracy of 14 decimal places.  Little of this is accessible to an Axe program however, since Axe only supports the integer side of Basic math.

In short, I highly recommend that if you plan to make this an Axe program, you learn how to use Axe fixed point math, as it's not really worth it to jump through hoops simply to use the slower Basic version for a small gain in accuracy.

918
Other Calculators / Re: Glow in the Calc
« on: October 16, 2011, 03:37:23 pm »
Unless you get electrical photo luminescent tape :D  My father used some to hack in a backlight to a LCD display recently and it turned out really well.  IIRC it does require a higher voltage or something tho so it might be a bit of a hassle to install

919
TI Z80 / Re: Midnight
« on: October 15, 2011, 10:48:17 pm »
Yay moving platforms :D Do they move up and down or side to side?

920
TI Z80 / Re: On-Calc RLE Compressor
« on: October 15, 2011, 10:47:37 pm »
The thing about RLE, is that is is mostly useless in compressing programs, and is best when used on things like level data.  Compressing groups for the purpose of archiving programs would most likely need a different type of compression routine.

921
Other Calculators / Re: How much stuff is on YOUR calc?
« on: October 15, 2011, 03:38:13 pm »
My program menu is always clean, but I have many many groups, each with many programs inside them, so I have a pretty full calculator :P

922
TI Z80 / Re: Absolute Madness
« on: October 14, 2011, 06:00:24 pm »
That looks awesome! What kind of loading is it doing when it says loading?  Is it part of the menu or game files?

923
Axe / Re: Byte transfer
« on: October 14, 2011, 04:28:06 pm »
First off, are you aware that Axe has it's own Byte transfer routines?  They have very good features and are very reliable.  Or are you just perusing this topic for the fun of it?  In any case, it may be worthy to note some of the subtleties of how Port command works (or at least what I believe, I am no expert).  If one calculator writes a 3 into the Port (setting both bits), no matter what the other calculator sets the Port to, the Port will still remain at 3.  This is because when a single bit is 'pulled high' (set to 1) on either calculator, it is perceived by both to be high, even if the second calc has it set to be low.  In this sense, if both calculators set the Port to be a certain number, the actual reading of this Port will be the OR of these two numbers.

924
Other / Re: Lego Mindstorms NXT competition
« on: October 14, 2011, 03:53:04 pm »
Build a robot that follows a line to a destination, retrieves an object at that destination, and then follows the line back and gives it to you.

925
The Axe Parser Project / Re: Bug Reports
« on: October 13, 2011, 10:48:57 pm »
would you mind posting the specific programs that give the errors, as well as the source programs so we can try this ourselves?  That would help a lot :)

926
Axe / Re: drawing from oversized buffers
« on: October 12, 2011, 10:54:29 pm »
I think the best bet to create an Axe clipped line would be to manually cull the points to the domain of the screen, although that can be a little math heavy D:

927
Axe / Re: drawing from oversized buffers
« on: October 12, 2011, 09:09:23 pm »
I assume this is for line clipping?  I have to think there must be a better way to do this x.x Not to mention Axe's default line drawing routine won't work on a buffer that is wider than 12 bytes.

928
Art / Re: More emoticons for Omni!
« on: October 12, 2011, 06:31:34 pm »
I looked through them all!

929
Graviter / Re: Graviter
« on: October 12, 2011, 06:25:18 pm »
Indeed, Zedd makes moving platforms significantly easier than normal ^^

930
TI-BASIC / Re: Use of seq()? (83/84)
« on: October 12, 2011, 12:56:00 pm »
http://tibasicdev.wikidot.com/sub is a good article on its uses ^^

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