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Messages - Hayleia
Pages: 1 ... 118 119 [120] 121 122 ... 239
1786
« on: December 07, 2012, 10:37:19 am »
oooh cool squidgetx
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
« on: December 07, 2012, 09:37:38 am »
Great work 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
1788
« 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
1789
« 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} EndJust to tell you that Copy(X*96+GDB1LVL1,L1,96) is more optimized
1790
« 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
« 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
« 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
They have been moved Where are they now ?
1793
« 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
« 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
« 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
« 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
1797
« 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
1798
« 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
« on: December 02, 2012, 01:43:34 am »
I am glad it is finally released However, the graphics look a lot like TAG's but not the controls so I am a bit confused when playing
1800
« 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 Apocal pyse 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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