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Messages - Hayleia

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1411
Grammer / Re: [grammer] Problem with trigonometry
« on: May 13, 2013, 02:01:06 pm »
None of those assumptions are false. But the first one doesn't apply since Grammer programs are not in a high number (don't know why btw, Grammer has as much potential as Axe, maybe just because it came after Axe).

1412
Grammer / Re: [grammer] Problem with trigonometry
« on: May 13, 2013, 01:41:51 pm »
Overall, the one thing I like best about Grammer is that you can make programs as quickly as you can in BASIC. If you test the program and you need to change something, just press ON to break the program, edit the code, and run it again-- no need to compile the source. It is also why I like programming in hexadecimal. It is often more efficient for how quickly you can program something.

However, if you need something to be really fast, I would go with Axe since it is highly efficient and a lot faster to code in than Assembly (if you are used to Axe).
Yeah, I know all of that, and I have nothing against Grammer (also, if Grammer gets ported on the CSE before Axe, I'll use it instead ;)), I was just telling mdr1 that his arguments were not good.

1413
Grammer / Re: [grammer] Problem with trigonometry
« on: May 13, 2013, 01:27:50 pm »
Of course, since they are plain text that gets interpreted. Just try to compile a Grammer program in the ASM resulting of its interpretation and then we'll can talk.
Did you only read this post ? https://tiplanet.org/forum/viewtopic.php?f=9&t=11837&start=10#p140313

Quote
Bien sûr que si que ça sert de comparer, on présente souvent la page d'application Grammer nécessaire pour exécuter des programmes Grammer comme un inconvénient, il est donc juste de montrer que les programmes sont d'un autre côté bien plus légers et qu'avec pas mal de programmes, la balance penche bien vite du bon côté.
Yeah, so everyone codes in Basic, that is the language that saves the most space. You don't even need an external app to start saving space, the OS runs them natively.

1414
Grammer / Re: [grammer] Problem with trigonometry
« on: May 13, 2013, 01:18:16 pm »
Yeah, and ASM kills every other language, I already heard that song somewhere (also, not even since it has to have its own routines included in the prog, maybe more optimized than in Axe but still there).

There is not a language that is better than the others, there are advantages everywhere, but also drawbacks everywhere. Axe needs nothing to run but is "big". Grammer is "small" but needs the app to run. Basic is fast to write but slow to execute.
etc.

EDIT: And to clarify, the purpose of Axe Fusion was to result in smaller compiled programs. It was not intended to increase either compiling or execution speed.
Ah ? I thought it was about compiling speed. Yeah, can be useful too to have smaller progs if you have a lot of projects.

1415
Grammer / Re: [grammer] Problem with trigonometry
« on: May 13, 2013, 01:09:58 pm »
That is because Fusion is not developped at its true potential. Its goal is "even more speed", not "even less space", because using it takes less time to compile. But if Fusion was made very efficiency, it would be another story. But it will never since Fusion is mostly for developers and not very much used.

1416
Miscellaneous / Re: My Existential Philosophy
« on: May 13, 2013, 01:03:24 pm »
Are you saying that to convince us that you do exist ? How could we trust in you because you say that you could believe that we don't exist ?

Moreover, how can you be sure that you really exist ? Isn't it an illusion ? As a case in point, AI in computer games have the illusion that they exist, but it is not true.

But AI does not think. It goes by a set of instructions. Even learning AI does not think, and, if it did, how would we know?
And who tolds you you think ? Who told you you are not a set of instructions ?

1417
Grammer / Re: [grammer] Problem with trigonometry
« on: May 13, 2013, 12:59:07 pm »
I destroyed this argument on TI-Planet's subject, Matrefeytontias.
Also, you destroyed nothing, we told you about Fusion.

1418
TI Z80 / Re: Pokemon Topaze (Axe)
« on: May 13, 2013, 12:41:11 pm »
Done ;)

Also, yeah, in the last attachement, I forgot to include Zero44's linking program, so if you want to download a proper version, please head to Omnimaga's archive or ticalc :)
(don't bother if you already had that linking program from previous versions though, I only changed the readme a bit in this before making the 1.08 zip ;))

1420
TI Z80 / Re: Pokemon Topaze (Axe)
« on: May 13, 2013, 12:30:41 pm »
Uploaded to ticalc.org here :D
flood them with emails to feature me and give me awesome ratings:P

1421
TI Z80 / Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« on: May 13, 2013, 02:15:45 am »
Ok.
In fact, I was thinking that if one of those numbers was not "useful to the action", you could put it elsewhere. For example, you don't really need to know how many rupees you have when you are in the middle of a dungeon, but you constantly need to know how many bombs and keys you have, so the number of rupees could be put in the menu for example (if you compress things a bit in the menu :P)

1422
TI Z80 / Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« on: May 13, 2013, 02:11:36 am »
The only other issue though is that the text is so big compared to small hearts, lol. :P
Yeah, true, but there is nothing you can do about the size of the text (I guess) so to have everything fit in the screen the only thing you can change is the size of the rest, including hearts :)
Maybe you should set a poll so that you have more opinions than mine ? :P

Also, what are those numbers representing ? I think the second one is the number of keys you have but I don't get the other ones.

1423
TI Z80 / Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« on: May 13, 2013, 01:58:41 am »
I love that menu :D

As for the hearts, I prefer the small ones because they don't seem to take all the HUD :P
Also, as you said, since the big ones take all the space they might cause problems that would not appear with small ones :)

1424
Other Calculators / Re: CMonster 152
« on: May 12, 2013, 05:14:36 am »
Indeed, I tried it, 6 is very fast :P
However, I was quite disappointed by the rectangles, I was expecting beautiful sprites :P
Also, pressing up when the ball hits the paddle seems to trigger pause, for some reason.

1425
TI Z80 / Re: Pokemon Topaze (Axe)
« on: May 12, 2013, 03:27:14 am »
It's been so long I didn't make an UPDATE that I don't even know what the numbering is or what I must put in the zip. So excuse me if some things are missing or if this should be 1.0.9 :P

So, nothing too fancy, but I thought I'd post it anyway:
-Text in appvar, for all languages. This means that people with low RAM (due to having a lot of entries in their VAT as chickendude said) still can run it since the program is less than 20KB. This also means that you must send a PokeTxt appvar (according to the chosen language of course).
-Beginnings of a Pokedex. This is not my work but Nikitouzz's work. Give him +1s too if you wanted a Pokedex. This also means the apparition of a new appvar, named... PokeDEX -.-°
-THE DEUTSCH PART OF THE README IS OUTDATED, CAN SOMEONE HELP ME THERE ?
If someone talking <English and Deutsch> or <French and Deutsch> had some time, I'd be glad to see it updated. I didn't change a lot of things in the readme anyway but it would still be a great idea to check every word in there :)

And of course, if there are problems I don't care please report here :)

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