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Messages - Galandros
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241
« on: June 04, 2010, 09:10:11 am »
You can be active in the TI-BASIC subforum, it has some discussion or you can start one. I don't go too much into Axe Parser discussion, sometimes I help with some asm stuff...
I liked the "Dragon Tavern: Boss Hunter" idea. It would be cool to reveal the coolest bosses to defeat that you can find in RPGs in PC or consoles.
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« on: June 04, 2010, 09:01:37 am »
10k is the next milestone.
It goes over 20k. * Galandros explodes
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« on: June 03, 2010, 01:27:15 pm »
oh yeah those. I don't know for the garbage ones but for the 3x3 squares one that is like 256 characters large, I heard it was the calc trying to display empty flash memory content. Dr.Dnar told this on IRC a while ago. Despite the token being 256 chars long (taking two screens), it's still just a 2-byte token.
That was a nice token hack. ^^ I think I tried to see what the program displayed with a 2 byte token started by DD (hexadecimal). It displayed a ? that changed to ?RESET RAM?. See http://tibasicdev.wikidot.com/miscellaneous-tokens. By the way, one time my TI-BASIC program had some ? randomly through every 3 lines or so. I managed to reconstitute the code, hopefully, but it seems like my calculator RAM was changed in some way that affected the TI-BASIC programs. I ram cleared and deleted things for precaution. Maybe I run some assembly program with a bug or I ungrouped some odd corrupt group. And I believe, the xtrachar.8xp misses only the hidden DDDF (hex) token. Which is like the transposition matrix but displayed a little down.
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« on: June 02, 2010, 02:07:48 pm »
Nice, I might have an idea for a game. Time to learn Axe Parser things.
Btw the prizes will get the attention of coders.
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« on: June 02, 2010, 02:02:22 pm »
I hex edited some TI-BASIC programs to find some hidden tokens seen in TI|BD token tables. I found that some unused tokens show in program editor as a ? and when you "scroll" it changes to ?RESET RAM? I used Calcsys, although nothing bad happened to me, test at your own risk.
246
« on: June 02, 2010, 01:57:02 pm »
Indeed. Some of my old games use Zstandard but only because everything involving drawing doesn't need much pixel precision. Still hectic at times, though.
A pixel Y,X (such as used with Pxl-On) becomes Xmin+^X*X,Ymax-^Y*Y (yes I'm using carets for deltas) and conversion back is even uglier, with rounding involved. *shudder*
In my early TI-BASIC coding I tried to code a program to convert any graphs setting to another. I will give it a try again but I believe there is rounding issues that throw away the use. The idea is to ease convert old code to the code in Friendly Graphics Settings. I shared exactly to make everyone save a few bytes (not that important but in TI-BASIC we turn many times in optimization freaks) and also for the curiosity of existing a even smaller alternative. ^^ I also like the alternative movement code seen in TI|BD.
247
« on: May 31, 2010, 02:39:16 pm »
how would i implement gravity in axe? it doesn't have to be realistic, i just want to manage getting a sprite to jump up and down. i could easily implement this with some flag variables, but i'm really looking for a routine that only uses a few variables. Even just a starting point or hint would be helpful. So far, i can get a sprite to jump up, but it won't come back down.
If you don't need realistic simulation simply reduce by some value (test for one that makes the desired effect) velocity in y coordinate each frame and that is it. I think for gravity simulation you need at minimal 2 variables: Y position and velocity in Y coordinate. Pseudo code: Lbl A // code V-9->V Y+V->Y // code Goto A //Y has now the coordinate Mind that V velocity will be negative, so when adding V to Y it will be actually subtracted.
248
« on: May 31, 2010, 02:36:12 pm »
True, I got too much enthusiasm. Still it would be splendid we truly increased our projects progress during the summer. There is lots of time for enjoying (or gaining some extra or even necessary money) during summer.
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« on: May 31, 2010, 08:58:16 am »
We reached 20000, close to the middle of the year. We can believe in the 40000 mark in one year.
Yeah, I hope this activity revitalises other forums as well. The key is coders show progress on new projects and keep interest in coding talk exchange. Basically is what happens here in Omnimaga with a complete team of coders and Cemetech mainly with Kerm works and discussion about important z80 and BASIC issues.
250
« on: May 31, 2010, 03:38:59 am »
I can give a few tips for making the movement more smooth if it needs. Make a "decimal part" by making 10 worth 1 pixel. So you can get the integer coordinate part by dividing by 10. The last digit is only for allowing smoothness. Do the same with velocity and acceleration. To optimize, instead of 10 use a multiple of 2 like 16. If you don't understand, someone can try to explain better or I can give you some example code. In Axe Parser, someday I may code a Planet Lander with all physics stuff like if you enter too fast in atmosphere, it will burn and such.
251
« on: May 31, 2010, 03:35:33 am »
That feature was unexpected to me. It is a nice game for a TI-81 but I never imagined it could be feature when TI-81 is a rare calculator, someday museum calculator only. Congratulations, if you are the only feature in the TI-81, you know what it means. WIll you port it over to Nspire OS 1.7?
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« on: May 31, 2010, 03:30:02 am »
I still need to memorize the numbers to access certain lists commands. But I write as fast as I do in a computer or cellphone.
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« on: May 31, 2010, 03:27:28 am »
I use the 2 setups you are discussing. It just depends on the program I use. The conversion on Y for the -62->Ymin:0->Ymax is just -Y. For the other you do something like 62-Y.
And in movement/physics things you have the change the code accordingly to the setup.
254
« on: May 31, 2010, 03:24:43 am »
An example of unrolling: 0 For(I,1,3 Ans or [A](A+I,B End // unrolls to [A](A+1,B) or [A](A+2,B) or [A](A+3,B
255
« on: May 30, 2010, 04:26:55 pm »
Thanks, that is a great support. I have a few ideas to speed up things like caching graphics on Pictures. And I might abuse unrolling code if I need. Hard code some lists in variables, anything that helps speed.
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