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Messages - FinaleTI

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1396
News / Re: Board rules update
« on: September 20, 2010, 06:33:17 pm »
Maybe it's just somebody who wants their post count to go up, but is can't/won't/doesn't know how to come up with relevant content?
I was thinking the same thing. They might just be trying to post pointless stuff to get enough posts to use OmnomIRC or the arcade.

1397
Official Contest / Re: [BULLETIN] Cage Matches
« on: September 20, 2010, 05:34:09 pm »
Lol. No, I didn't say the game.

1398
Art / Re: Some Random Sprites
« on: September 20, 2010, 05:17:18 pm »
I liked Illusiat 8's maps, but I see your point. Plus, it was easy to go through the beginning of each dungeon and stock up on free magic till you were strong enough to go further.


1399
Official Contest / Re: [BULLETIN] Cage Matches
« on: September 20, 2010, 05:03:43 pm »
Hm. I'm pretty sure I sent Raylin a PM saying I was game. Perhaps it didn't go through?

1400
Art / Re: Some Random Sprites
« on: September 20, 2010, 04:59:46 pm »
Nice! I love the Illusiat games, but I had a hard time with 10's battle system. I'll have to give it another go one of these days.

Here are the ships I used in Blur. The lobster mode ship came from DJ's Eat Nethams Game, so I didn't include it, cuz I didn't make it.
The third's my favorite ship.

1401
yeah, I should ask him perhaps >:D

megamanNT was always a fav of mine
I liked the Battle Network games better than the anime, but the purposes the PET served in both were about the same.

1402
TI Z80 / Re: Emulator in Flash (as in Macromedia Flash)
« on: September 19, 2010, 10:01:27 pm »
Awesome! I was even able to run it from my Ipod just now.

1403
TI Z80 / Re: Emulator in Flash (as in Macromedia Flash)
« on: September 19, 2010, 08:46:39 pm »
I tried the link twice and both times I got an error 404. :(

I clicked the new calculator link, but when it made the new room, I got the error.

Edit: Oddly enough, I changed the url to http://webbitemu.netham45.org/tiemu, then clicked the link and it worked.

1404
hmm, a PET would be nice
Especially if KermM finished gcn. Though I suppose you could do some cool stuff for it with Calcnet.

1405
TI Z80 / Re: Pokemon TI
« on: September 19, 2010, 07:13:41 pm »
I did actually. It's in the Axe Parser thread.

1406
The Axe Parser Project / Re: Axe Parser
« on: September 19, 2010, 06:14:37 pm »
Actually, I think I just figured it out. ;D

It seems to be the 9 times the total number of cells.
So, for a 3x3 matrix:
Code: [Select]
GetCalc("[A]",81)→A
3→{A-2}
3→{A-1}
That causes the 3x3 matrix and fills it with zeros. It doesn't screw up if the matrix previously existed, either.

1407
The Axe Parser Project / Re: Axe Parser
« on: September 19, 2010, 06:03:35 pm »
I'll play with it, since doing GetCalc("[A]",9) yields a 0x9 matrix.

1408
The Axe Parser Project / Re: Axe Parser
« on: September 19, 2010, 05:43:00 pm »
Would the size of the matrix be 9 times the number of cells, or what?
Do you have any example code I could see?

1409
TI-PeT (TI-Personal Terminal)
Ancient bugger from back in my naive youth meant to be a RockmanEXE PET for the calc. Intended to learn ASM for the project so it never really proceeded beyond innumerable concept images. Was eventually canned when I gave up on learning ASM. If I ever learn ASM, I might consider reviving this mummy of a project.
It's funny, I had the same idea once. Now that I know Axe, I'm tempted to try it again.

1410
The Axe Parser Project / Re: Axe Parser
« on: September 19, 2010, 05:26:48 pm »
Oh, I finally found it!  It uses what's on the screen before you run it as the background.  Arrows move, + and - change incline, no rotation.  Best wabbit setting for grayscale is 6.

FinaleTI, try float{A-2}.  The getcalc() function automatically skips the "size" bytes of a variable, but floats don't have them since they're always the same size (9 bytes) so you need to compensate for that.
Thanks!
On a related note, how would one safely change the size of a matrix using Axe?
Just changing {A-2} and {A-1} appear to change its size, but the matrix usually becomes very volatile then. It can cause a RAM Clear to try and delete the matrix or sometimes even when modifying the entries in the matrix editor. It also shows really weird entries in the matrix editor.

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