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Messages - Galandros
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331
« on: May 16, 2010, 05:02:51 am »
Amazing work, Quigibo. That was a impressive optimization. Is there any main optimizations like that left?
332
« on: May 15, 2010, 04:49:58 pm »
I don't know everything. But I have some hints to give you (is all I know of concrete): Each time you edit a program, the TI-OS allocates all the free ram to that program. When you exit, it shrinks down to the size used. Now, the simplest way is indeed copy all the program one byte "down". You could make secondary buffers to the inserts you put somewhere, but it will be hard to track all the changes you did to the program... Because of allocating all memory to the program is more reachable from assembly, I say pure assembly is preferred to this task. But I wish best of luck to do it. I bet we can do a better job than TI even with Axe Parser. The scrolls down for Rcl a program and Goto the error in TI-BASIC editor are complete nonsense. I bet Brandon Wilson ranted this at some time.
333
« on: May 15, 2010, 05:28:25 am »
Good changes.
I was not aware that Axe Parser discussion was actually that important. Does Omnimaga ever had such focus other languages than TI-BASIC? Axe Parser was a nice surprise.
334
« on: May 15, 2010, 05:19:25 am »
Smart as always BuilderBoy.
Save data on the program itself is not that bad idea because it is self contained in the program. But external variables are more practical to do backups of save files.
335
« on: May 15, 2010, 05:15:38 am »
Nice to know. I hope Revsoft comes back with lots of progress news and even releases. Revsoft has always some slow posting related to the projects of Spencer and NanoWar. But MC has totally fallen to a bot haunted forum. No signs of life there.
336
« on: May 15, 2010, 05:11:49 am »
Too bad the compiled code is somewhat unpredictable. I though it was fixed locations because BuilderBoy had success with SMC. we can actually. However, no stuff requiring reading from BASIC vars yet. Basically Axe libs for BASIC programmers would be more like magic animations or transitions, for example.
Yes, that is a good use. You can code your animations instead of going through steps of a builder of a assembly program with pictures. Yeah, i cant wait for the day when variable reading and writing are added, then we can start writing our own helper programs akin to celtic and xcopy ^^
In assembly, that is not of the hardest tasks because you are using high-level routines of the TI-OS. Ans, X, Y, n, Theta have their own b_call() to store or read. So porting to Axe Parser still requires some smart code to do it and will probably need coding just for this task.
337
« on: May 15, 2010, 04:48:01 am »
The calculator memory has that many Nethams?It's > $9000! In the long run, I don't like the idea to eat the blue lobster somewhere... Even if it is only one in many thousands. If that happened we won't have our favourite Omnimaga mascot. Anyway the speed is amazing. And is pretty interesting to TAS because of its pseudo-randomness.
338
« on: May 14, 2010, 07:29:54 pm »
Glad to see it's going on ticalc now ^^
Another nice program. ticalc has been flood with good projects, I didn't saw nothing like this. And some for a long time. Omnimaga is start to make a huge impact in reviving releases activity into ticalc.
339
« on: May 14, 2010, 07:24:29 pm »
Ok, good to know. But a library with several graphics functions (sprites, tiles mapper, custom font routine) and other functions could make easier for starting. I will later get involved in Nspire scene after I am somewhat realized in z80.
340
« on: May 14, 2010, 06:48:42 pm »
It is so good to start seeing Nspire graphics. Can you optimize the engine to get some more FPS? (without reducing resolution)
I think a FAT engine (see the FAT engine for 68k calcs, it is the engine that DOA uses) for Nspire will be a great project to open game oriented programming to it. But from all doubts that bwang has about available C functions, Nspire is not yet an easy calculator to program.
341
« on: May 14, 2010, 06:29:38 pm »
Impossible, how can you do such detail in such resolution? I love seeing those pixel art skills used. Looks excellent.
342
« on: May 14, 2010, 08:54:49 am »
Interesting SMC in Axe Parser... Quigibo, you could give documentation on how to do SMC in Axe Parser. For example in this case: :Lbl AA :255->A :123->{AA+0} Is it 0 or other offset? I also I don't know if AA is usable in indirection but you get the point.
The SMC writeback that SirCmpwn did is if you want to store save data permanently in the original program. When you run an assembly program, you are actually executing a copy of it into a fixed address.
343
« on: May 14, 2010, 08:45:37 am »
I love playing some flash, java or even JavaScript games from time to time. Puzzles, physics puzzles, free building with physics rules, action or strategy, they can be truly addictive and some of them are a great show off of creativity. Or when they decide to do a game based on recent events on politics or disasters, shows a sense of lack of imagination but hilarious laugh or sick humour. So let's share some good ones. For starting, very recently I found this java game from BuilderBoy: http://dan-ball.jp/en/javagame/dust/Just mix some elements and let the laws of the game work. It is quite entertaining... Later I will show a list that I collecting. I divide into 3 main categories flash, java or JavaScript. Then tag with addictive, action, physics, strategy, RPG and others. Does this happen to you?
344
« on: May 14, 2010, 08:27:30 am »
That is amazing stuff. You have a truly interesting collection of products. Builderboy is our physicist expert.
345
« on: May 14, 2010, 08:21:54 am »
Revsoft is down for a long time now. When you put it back, you will surely need to recall the staff and some other users.
Any news about how is it going?
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