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Messages - Darl181

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811
TI Z80 / Re: zStart - an app that runs on ram clears
« on: February 16, 2012, 11:47:03 pm »
Bug: when you copy/paste/restore tokens that axe replaces (Copy, Rect, Data, etc) they get changed to a Y# token.

Stuff already figured out on IRC, but I'll post it here for easy-to-find-ness or whatever the term is
 - only first token on the line
 - doesn't happen on all calcs

813
Axe / Re: Axe Q&A
« on: February 16, 2012, 08:44:52 pm »
Was the problem of Pause 0 freezing the calc for 30-something seconds ever fixed, or does it still act like Pause 65536?

814
Gaming Discussion / Re: iThegame - Rediscover losing (not really, actually)
« on: February 16, 2012, 08:34:12 pm »
Maybe something like iPlay, to keep with the sort of iP* theme?

Anyway looks interesting.  Never gonna give up the calcs tho ;D

815
Art / Re: Pixel-Art Request: Ice Cave Background
« on: February 16, 2012, 02:22:01 pm »

816
TI Z80 / Re: Switch
« on: February 15, 2012, 06:27:45 pm »
Any screenshots?
Not really any graphic changes in the latest version, so I'll re-post a few old screenshots ;)


Still optimizing here and there, tho the etherpad's largely untouched :P  The part that seems to be taking up the most space is the level generation and the graphics manipulation when a light gets toggled or changed (especially in 4-scale) so I'm working on some way to have it reference a GDB rather than a dozen-plus If statements :/

I...Can't...just...one...more...light...GAH!
I made it so the game ends if the total value of the lights is equal to the currently selected light, so it should automatically end if there's just one last unsolvable one.  Did you mess with the light a bit, putting the selector over it and etc?

817
Casio Calculators / Re: Are there plans to port axe to prizm?
« on: February 15, 2012, 03:11:50 pm »
Seems like he still checks the forums, his last post was from before Christmas tho so idk :/

Something like Axe on the Prizm would be pretty cool tho.

818
TI Z80 / Re: Flashlight Demo
« on: February 14, 2012, 10:59:27 pm »
So it basically draws a bunch of lines next to each other, masking/unmasking where the "beam" is?

819
TI Z80 / Re: Switch
« on: February 14, 2012, 10:40:06 pm »
Atm it's at 5621 bytes according to the mem menu, and I'm attempting to optimize it for size.  Haven't done this for a while so we'll see how it goes :P
http://piratepad.net/Switch

820
Humour and Jokes / Re: Messing with TI-BASIC
« on: February 14, 2012, 07:44:10 pm »
So what is that, a giant fish(bot?) or something?

Looking pretty good, imagining what some of that swordplay would look like in real life :crazy:

821
TI Z80 / Re: Flashlight Demo
« on: February 14, 2012, 06:42:51 pm »
This reminds me of an old Light project, except in the other one walls would cut off the beam.  This one runs a lot faster tho 0.o

Can't wait to see what's doable with it.

822
TI Z80 / Re: YAMGT
« on: February 14, 2012, 01:54:18 am »
Thanks :)

For those helping to debug, attached program that spawned the program above.  You control the big circle thing.  Pressing Del brings up debug info:
X/Y deflated
S/T velocities based off of angle
Z forward/backward force
Θ angle, modded to keep under 256
N/O related to drawing of the line, not really important
Spoiler For code:
Quote from: Axe
.AMOVETST THE GAME
[7C82828282827C00]Pic1
[F8888888F8000000]Pic2
[E0E0E00000000000]Pic3
0ZthetaV
10240XY
Repeat getKey(15)
getKey(4)-getKey(1)*3+ZZ
Z>>0?Z--
Z<<0?Z++
...
*
Z>>256?256->Z
Z<<~256?256->Z
*
...

getKey(3)-getKey(2)*2+thetatheta
...
*
getKey(3)-getKey(2)*2+V->V
V>>0?V--
V<<0?V++
V>>64?V--
V<<~64?V++
V//16+theta->theta
*
...

theta>255?theta^256theta
cos(theta)*2N**ZS+XX
N**~2048N
sin(theta)*2O**ZT+YY
O**~2048O
Line(X/256,Y/256,N+X/256,O+Y/256)
...
*
26624
18432
*
...

XI
YJ
If X<<~1024 or (X>>25344)
64-thetatheta
IX
JY
End
.X+26368->X
.X>>25344?theta-128*~1+128->theta
.X-26368->X
If Y<<~1024 or (Y>>17152)
~thetatheta
IX
JY
End
.Y+18176->Y
.Y>>17152?theta-64*~1+64->theta
.Y-18176->Y
theta>255?theta^256theta
Pt-On(X/256-3,Y/256-3,Pic1)
Pt-On(~4*S+X/256-2,~4*T+Y/256-2,Pic2)
Pt-On(~8*S+X/256-1,~8*T+Y/256-1,Pic3)
If getKey(56)
ClrHome
Disp "X ",X/256>Dec," Y ",Y/256>Dec,i,"S ",S>Dec," T ",T>Dec,i,"Z ",Z>Dec," theta ",theta>Dec,i,"N ",N>Dec," O ",O>Dec
While getKey(56)
Pause 10
End
End
DispGraphClrDraw
End


Generated by the BBify'r (http://clrhome.org/resources/bbify/)

Edit: stupid mistake relating to backing up the vars, move X→I and Y→J to before the theta>255?theta^256→theta line

Edit2: problem solved, you change If X<<~1024 or (X>>25344) : 64-theta→theta to If X<<~1024 or (X>>25344) : 128-theta→theta (thanks builder ;D)

823
TI Z80 / Re: YAMGT
« on: February 14, 2012, 01:08:14 am »
Indeed it is working now :D

Now I'm trying to figure out some optimized way to have it bounce off of the sides...in the past I just multiplied it by -1 but angles get weird :P

See if I have the concept right:

.angle of 0 is going straight right
.angle of 64 is going straight up
.256 degrees or whatever the term is in programming
.Θ is a theta, the angle

X>>[right side of screen]?-Θ→Θ
X<<[left side]?Θ-128*-1+128→Θ
Y>>[bottom]?Θ-64*-1+64→Θ
Y<<[top]?Θ+64*-1-64→Θ


Basically what I'm trying to do is modify the angle so I can multiply it by -1 without messing it up, then change it back.

824
TI Z80 / Re: YAMGT
« on: February 13, 2012, 06:47:59 pm »
So I'm trying to make a sort of homing missile thingy to eventually use in Essence and maybe SCB, but evidently I'm doing something wrong :P
Prolly because I'm using routines which I don't really understand how they work or how I threw together the majority of the program at 1AM, but oh well.

Originally it was made so you control the weird missile-like thingy, but I added/took out stuff so it's full of comments XD

Spoiler For The Game:
Quote from: Axe
.HOMING MISSLETEST
[7C82828282827C00]Pic1
[F8888888F8000000]Pic2
[E0E0E00000000000]Pic3
0Vtheta
256Z
10240XYNO
Repeat getKey(15)
getKey(3)-getKey(2)*128+NN
getKey(1)-getKey(4)*128+OO
N>>24320?N-24576N
N<<~256?N+24576N
O>>16128?O-16384O
O<<~256?O+16384O
Pt-On(N/256-1,O/256-1,Pic3)
...
.getKey(4)-getKey(1)*3+Z->Z
Z>>0?Z--
Z<<0?Z++
Z>>256?256->Z
Z<<~256?256->Z
...

.getKey(3)-getKey(2)*2+V->V
...
V>>0?V--
V<<0?V++
V>>64?V--
V<<~64?V++
V//16+theta->theta
...

.theta>255?theta^256->theta
cos(theta)*2A**ZS+XX
A**~2048A
sin(theta)*2B**ZT+YY
B**~2048B
...
X/256+16->I
Y/256+16->J
N/256+16->K
O/256+16->L
...


.TURN TOWARD THING
(X-N*^S-(Y-O*^T)>>0)*~2+thetatheta
(X-N*^S-(Y-O*^T)<<0)*2+thetatheta
...
XY PROJECTILE
ST PROJ VELOCITY
NO TARGET
...

Line(X/256,Y/256,A+X/256,B+Y/256)
.26624 18432
X<<~1024?X+26368X
X>>25344?X-26368X
Y<<~1024?Y+18176Y
Y>>17152?Y-18176Y
Pt-On(X/256-3,Y/256-3,Pic1)
Pt-On(~4*S+X/256-2,~4*T+Y/256-2,Pic2)
Pt-On(~8*S+X/256-1,~8*T+Y/256-1,Pic3)
If getKey(56)
ClrHome
Disp "X ",X/256>Dec," Y ",Y/256>Dec,i,"S ",S>Dec," T ",T>Dec,i,"Z ",Z>Dec," theta ",theta>Dec,i,"N ",N/256>Dec," O ",O/256>Dec
While getKey(56)
Pause 10
End
End
DispGraphClrDraw
End


Generated by the BBify'r (http://clrhome.org/resources/bbify/)

825
News / Re: ZTrumpet Retires From Omnimaga Staff
« on: February 13, 2012, 01:40:50 am »
Sad to see you go, but good luck in life and you'll be remembered here :)

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