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TI Z80 / Re: Fullrene
« on: December 01, 2011, 06:19:41 pm »
Just to clarify you only need the fcdf() in the beginning, nothing else.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1051
TI Z80 / Re: Fullrene« on: December 01, 2011, 06:19:41 pm »
Just to clarify you only need the fcdf() in the beginning, nothing else.
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News / Re: DJ Omnimaga changes his avatar« on: December 01, 2011, 06:18:09 pm »
This in the news
What's weird is the old "logo", I never thought of it as a logo, just as the avatar 1053
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni« on: December 01, 2011, 02:43:58 pm »
2507: You notice the image in flyingfisch's sig is roughly the same aspect ratio of a 83p-series screen
Well, ~1.9:3 instead of 2:3 but yeah 2508: You ended up using two calcs to figure that out (why is the 84 so horrible with fractions...Prizm for math ftw ) 1054
TI Z80 / Re: Super Crate Box« on: December 01, 2011, 02:31:13 pm »
Hm I'm wondering if i should make my own topic for this instead of hijacking leafy's topic
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The Axe Parser Project / Re: Axe Parser« on: December 01, 2011, 10:34:20 am »
I generally end up using:
Byte tiles (Essence is the exception) Smooth scrolling Any RAM Location (this would mean pointers would work?) Monochrome 4*4 tiles (could be just me, but pretty much every single platformer project of mine is 4*4 tiles ) Sounding epic, or should I say, "1337" (137th page ) 1056
General Calculator Help / Re: TI/Casio IO cables: Inter-compatibility?« on: November 30, 2011, 10:15:58 pm »
Ok, I tested it with a classmate's 83plus and it didn't work
Question: Can someone with a multimeter and TI cable check which part of the plug is attached to what part on the opposite end? (ie tip <-> tip etc) reference: 1 = sleeve 2 = ring 3 = tip 1057
TI Z80 / Re: Super Crate Box« on: November 30, 2011, 09:53:27 pm »
Ok I've pretty much finished the weapons, now for the actual crates
Also having fun trying to figure out a more optimized way to do bullet collision detection Spoiler For code stuffs: 1058
News / Re: Builderboy's Sonic Physics program gets Revamped« on: November 30, 2011, 08:53:11 pm »That is all. 1059
Miscellaneous / Re: What is your avatar?« on: November 30, 2011, 06:27:54 pm »* Darl181 wonders what Netham's avatar is. 0.o
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TI Z80 / Re: Fullrene« on: November 30, 2011, 06:24:24 pm »
Or take this out of it
Quote Also, I picked Fcdf( as my token, if you don't like it or have a better one, I'm all ears. (Fcdf(1) unlock, Fcdf(0) lock) Anyway this is working great for me 1061
Axe / Re: Axe Q&A« on: November 30, 2011, 06:15:57 pm »
When you GetCalc() to find a variable in archive, you can store a sort of pointer to a "file", or Y0-9.
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Axe / Re: Axe Q&A« on: November 30, 2011, 03:17:29 pm »It's part of the executable, the same way sprites strings etc are.You can also do Buff(64)→GDB1 and it'll have the same result as the first one (if you want it to be all zeroes)With this method, will the data be stored in the program or in some free ram ? As for files, I don't remember much about them but this is in the docs: Quote from: the docs PROGRAM:AIt says beforehand that you can use them as if they were pointers in "the curly brackets and the copy command," so maybe put in the brackets? LABEL(3,5,{Y0}r) .file is two bytes, so using the r 1063
Axe / Re: Axe Q&A« on: November 30, 2011, 11:40:15 am »
You can also do Buff(64)→GDB1 and it'll have the same result as the first one (if you want it to be all zeroes)
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The Axe Parser Project / Re: Bug Reports« on: November 29, 2011, 10:32:26 am »
.S being anywhere from -32 to 32, same for T
.Θ is supposed to be a theta abs(T)+S+Θ→Θ Θ>>128?Θ-128→Θ Θ<<0?Θ+128→Θ Θ/32→A When compiled, A is always zero at the end. When zoomed, it works properly (with A ranging from 0 to 3). Peephole opts bug? 1065
TI Z80 / Re: Super Crate Box« on: November 28, 2011, 10:35:13 pm »
So normally it bounces off?
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