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Messages - Hayleia

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1786
Axe / Re: [AXE] call a "random" subroutine
« on: December 07, 2012, 10:37:19 am »
oooh cool squidgetx :D

And doesn't the rand create something greater then 5 sometimes? :/
Yes, this is the aim of the "^n" after the "rand". "rand^n" returns a random number between 0 and n-1

1787
TI-Nspire / Re: Random Lua games I have
« on: December 07, 2012, 09:37:38 am »
Great work :D

For painting, there is also NSPaint, which is very complete. I feel like you didn't know about this one before starting your paint program :P

1788
Axe / Re: copy to Pic0 - Pic9
« on: December 07, 2012, 09:33:42 am »
Hayleya, that's what i meant but i just was to lazy to post the copy and L1, i'll be less lazy next time xD
Ok, but try not to misspell my name next time :P

1789
Axe / Re: copy to Pic0 - Pic9
« on: December 07, 2012, 09:31:19 am »
Yes


Oooooh wait i know where it's getting to, i would have to do: {X*96 + GDB1LVL1}

ok, didn't think of that, thx ;)
Wait, you said {X*96+GDB1LVL1} so I guess you are going to make a for loop like that:
  For(r1,0,95)
    {X*96+r1+GDB1LVL1}→{r1+L1}
  End

Just to tell you that Copy(X*96+GDB1LVL1,L1,96) is more optimized ;)

1790
Axe / Re: copy to Pic0 - Pic9
« on: December 07, 2012, 09:26:57 am »
And are they all right after each other ? I mean, like that:

[96 bytes for level1]→GDB1LVL1
[96 bytes for level2]→GDB1LVL2
etc

1791
Axe / Re: copy to Pic0 - Pic9
« on: December 07, 2012, 09:22:24 am »
Runer, (i didn't want to post a new topic cause it's a little bit the same) , so i want to do this: in my prog i copy GDBXXXXX (or GDBX , GDBXX , GDBXXX , GDBXXXX) to L1, where the X's are the level's name, so how could i do this? so in example: the var X = 1 (level 1) then it copys GDB1 to L1, if the level = 2 , it copys GDB2 to L1
What are the sizes of your levels data (the data located in GDBXXX) ? Are they all the same size ?

1792
Axe / Re: Cannot compile my program into a shell? (SOLVED)
« on: December 06, 2012, 12:58:46 pm »
If you have less then 600 (and some more , i think 667?)  to store, then yes use L1+100
The "true" L1 is 768 bytes, but you have the 27 variables at the end of it (A,B,...Z and theta), each of them are 2 bytes, so the available size in L1 is 768-(27*2) :)
(As the Commands.html says, it can be expanded to 768 using Realloc, which would move the variables elsewhere than in L1+714)
* Runer112 points to Axe 1.2.0 changelog :P
O.O They have been moved O.O
Where are they now ?

1793
Axe / Re: Archiving Programs within Axe programs
« on: December 06, 2012, 12:46:22 pm »
But why do you want to archive the program you are runnin ? ???
Can't you just launch it with a shell that is able to launch archived programs (that is to say, any shell) ?

1794
Axe / Re: Cannot compile my program into a shell? (SOLVED)
« on: December 06, 2012, 01:18:02 am »
Figured out that I couldn't do this: 0→{L1}→{L1+1}→{L1+2}, derp  <_<
Yeah, in fact, 0→{L1} returns L1, not 0 so you are actually doing L1→{L1+1} at the second arrow.
What you can do is Fill(L1,3,0), which would put zeros in the firts three bytes of L1, which is what you want :)

If you have less then 600 (and some more , i think 667?)  to store, then yes use L1+100
The "true" L1 is 768 bytes, but you have the 27 variables at the end of it (A,B,...Z and theta), each of them are 2 bytes, so the available size in L1 is 768-(27*2) :)
(As the Commands.html says, it can be expanded to 768 using Realloc, which would move the variables elsewhere than in L1+714)

1795
Axe / Re: Cannot compile my program into a shell?
« on: December 05, 2012, 01:09:00 pm »
As the Axe documentation says, you cannot use L₂ in a program run from Mirage.
Isn't it possible if interrupts are turned off (FnOff) ?

1796
TI-Nspire / Re: On-calc Nspire emulators
« on: December 04, 2012, 01:09:14 am »
Emulators are great ways of reliving your childhood memories.
This only applies for people who actually have childhood memories to revive. When I was younger, I didn't have any gaming console. Not any Gameboy nor PS nor Snes. I was the frustrated one who was looking at others playing.
Now you understand why my first reaction when I was given a 83+ was to code Pokemon on it :P

1797
Computer Projects and Ideas / Re: Tower Engineer
« on: December 03, 2012, 03:14:50 pm »
Zedd doesn't support rotational inertia (or really, it supports objects with infinite rotational inertia!) so it would never be well-suited for this kind of a game.
Well I think she didn't mean "for the engine on calc, use Zedd (or a Nspire derivative)" but more "if Zedd runs on a z80, your game runs on an Nspire" ;)

Ahhh, gotcha ^^ But honestly, Zedd takes far fewer resources than an accurate rigid-body collision system.
True, even TI managed to code a proper physics engine in the OS 3.2, so the Nspire definetely has enough power to handle it :D

1798
Computer Projects and Ideas / Re: Tower Engineer
« on: December 03, 2012, 03:02:04 pm »
Zedd doesn't support rotational inertia (or really, it supports objects with infinite rotational inertia!) so it would never be well-suited for this kind of a game.
Well I think she didn't mean "for the engine on calc, use Zedd (or a Nspire derivative)" but more "if Zedd runs on a z80, your game runs on an Nspire" ;)

1799
News / Re: Portal Prelude released
« on: December 02, 2012, 01:43:34 am »
I am glad it is finally released :D

However, the graphics look a lot like TAG's but not the controls so I am a bit confused when playing :P

1800
TI Z80 / Re: [Axe] [2012 Apocalpyse Contest] Zero44's entry : One Day Left
« on: December 02, 2012, 01:38:46 am »
*Topic title edited, DJ !

A new few spoils : there will be 4 grayscales at some moment, and I'll maybe release two versions : lite & pretty
You'll have to choose between size and graphics at some points ... sorry ...
I should have told you this before you edit the title but there is a typo in Apocalpyse :P

And I think it is a good idea to give people the choice between size and graphics. At least, people don't have to choose between your game and other programs :)

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