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Messages - Hayleia
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1291
« on: June 24, 2013, 09:05:07 am »
On a side note, avoid double-posting unless necessary. Click quote, copy text then edit it in the previous post.
Or better, in the full "post editor" (I mean when clicking "reply" or "modify" and not "quick reply" or "quick modify"), you have a bunch of posts at the bottom, all of them including a "insert quote" button.
1292
« on: June 24, 2013, 09:01:46 am »
Well I think that if the restrictions don't allow the program to write to some places, there can't be any harm to protections. But even if people could do anything, would they do it ? Would they risk their freedom ? For example, Casio coders stopped programming image viewers when Casio warned them so I guess people would be reasonable.
1293
« on: June 24, 2013, 08:49:40 am »
Well they should just have given people a proper SDK that allowed them to produce restricted native code, so they can still code games and such but the restrictions would not allow them to deal with PTT or things like that, no ?
1294
« on: June 23, 2013, 02:40:21 am »
In short, I don't really like the word "library" to describe bunch of code you reuse from one project to another. This is most likely called "toolkit". A library is attended to be distribued and used by others and as far as I can see you're not willing to release it as a standalone library.
Maybe the word "library" doesn't apply yet but it will apply when everything gets released, which willhappen according to this quote (and also according to the several releases we see in the quoted topic). So I wrote this library which I named nRayC, because it's an Nspire lib about RAYcasting to be used in C
Although this library is mainly focused on raycasting, it's not its only use : I also included a bunch of functions, like pixel, line and even triangle (why not) drawing, tile detection, bitmaps loading and stuffs.
Currently, the library features raycasting rendered by a unique function :
void nRC_rayCasting(int *map, Vector player, ScreenPoint mapDimensions, Vector dir, Vector planeVec, uint16_t *textures, char *buffer)
It also provides two structures as you can see, ScreenPoint and Vector. I don't release anything for now because I don't think it's ready to be released, but I attach a screenshot of what it can do
1295
« on: June 22, 2013, 12:16:18 pm »
They should just have lowered the price of the Pocket model instead of confusing everyone with a "new" model which has the name of an old model and the hardware of another old model.
1296
« on: June 22, 2013, 02:52:31 am »
Hmm... Well it is an app.... Is there another way to create an array other than tilemap?
Creating an array has nothing to do with tilemapping. Tilemapping is just a method to render a world on the screen. So your question should be more "is there a way to have the array outside the app ?", and then the answer is this.
1297
« on: June 21, 2013, 01:22:24 pm »
Just like DJ_O said, I think it somehow is a good move. Making a CX a CX CAS just doesn't seem quite right to me without paying for it anyway...
I don't know how you feel about it but paying €150 for a calc doesn't sound right to me when you see things like a Raspberry Pi that is infinitely more powerful and yet only costs $35.
Yeah, but when buying a calculator, you don't only buy the hardware, you also buy all the work that engineers put to prevent you from doing what you want on your calc. So yeah, a Raspberry Pi is an even better choice seen from that point of vue... but it is not allowed in any exam so you actually have to pay a lot to get that overpriced calculator.
1298
« on: June 21, 2013, 07:55:49 am »
You can't use a variable in a conditionnal comment. It is described in the readme that the argument must be a constant (or a test involving only constants, which is a constant in some way).
It can be useful for example (other examples can be found but I give this one) if you want to make two versions of your program: one for regular 83+ and one for the 15 MHz calcs. Then just do your code like that:
.PROGRAM XXX→°Model
<put some code here>
...If °Model=83 <put here the code for the regular 83+> ...Else <put here the code for 15MHz models> ...End
<put some code here>
Then, to compile the 83+ version, replace XXX with 83 and compile, and to compile the 15MHz version, replace XXX with 84 and compile. If °Model=83, only the code for the regular 83+ will be parsed, and the contrary if you put 84. And since the compiler tests °Model when compiling and not when launching the program, you can't use a variable there.
1299
« on: June 21, 2013, 02:30:00 am »
UPDATE
1. it sais "your pokemon was send to the box" but the box is empty...
Fixed. I am glad I coded Pokemon when I had no skills, I can understand my code in one minute
for me it's the opposite. For my early games, I now understand the code even less than back when I wrote it in 2001-05
Yeah, it is also true that I didn't have coding habits that would have made the code clearer, such as using evocative names for labels and variables. But I know which part of the code does what thanks to the Text commands (for example, I know where the Pokemon catching part is thanks to "Capturé !"), and then since there is absolutely no optimization, I guess easily what the code does and where the problem comes from (when there is a precise bug report).
1300
« on: June 20, 2013, 12:29:45 pm »
What takes so much space ? If I remember there are things that aren't specially useful (like the splashscreens ).
Just look at the sizes of the appvars, they have evocative names (for the most part). And the splashscreens only take 1536 bytes.
1301
« on: June 20, 2013, 12:05:11 pm »
re:ram thats a problem whith the dialogues...you could parspokemon as a app mabey...
Impossible: the executable is above 16KB. And this is when all the data is out. Here, an ASM rewrite could be useful to size the program down and be able to compile it as an app, but what for ? Why save RAM ? The only thing that needs RAM is when you save, everything else can stay in the ROM.
1302
« on: June 20, 2013, 11:28:33 am »
The 82Stats/83 has 27kB of RAM, that's way more than the 83+.
But it has 0B of ROM (usable ROM I mean) which is way less than the 83+, especially considering Pokemon Topaze takes like 44000 bytes for now.
1303
« on: June 20, 2013, 10:11:26 am »
Otherwise, you still don't want/have the time to make an asm version ?
Kind of both. I have oral exams this summer so I don't have time (except for rapid bug fixes such as the ones I made), and I still don't really see the point of an ASM version. With all the data it needs (even compressed), it will never fit in the RAM of a 82 Stats anyway, so even ultra optimized ASM won't bring anything new to the game.
1304
« on: June 20, 2013, 09:35:06 am »
What do you mean by "water map" ? Like a part of the map where we would have to use Surf to cross the sea ? That would require me to code CTs and CSs (don't know if they are called like that in English and German, I am talking about those objects that allow you to teach attacks to your Pokemons), and CSs like Surf require me to code dialogs with people (so they can give you your CSs), which would take too much memory.
A bigger map is possible, but writing all those hex numbers was already a pain, and I don't really feel like doing this again.
1305
« on: June 20, 2013, 09:10:59 am »
it also appears whith trainers and wild pokemons
Meh, I'll have to look for that bug then. Thanks for your precise reporting though, that really helps. You even gave me too much details saying that it was on the German version, since the language is only an appvar and doesn't interfere with the game engine.
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