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Messages - Hayleia

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631
Official Contest / Re: TI-Concours 2014
« on: March 17, 2014, 02:24:06 am »
Well Axe contestants don't even know how well they did on Round1...

632
Ndless / Re: ndless 3.2
« on: March 16, 2014, 07:01:35 pm »
It is reboot proof if you have an old enough hardware revision and if you use nlaunchy 2.4.

633
Introduce Yourself! / Re: Hi everyone!
« on: March 16, 2014, 05:56:37 pm »
I'm a huge Smash Bros fan, so when SSB 3DS/Wii U comes out I can play with you guys ;D
I could see that with your avatar :P
Anyway, welcome, and have some peanuts
 !peanuts

634
News / Re: Ndless 3.6 becomes reality!
« on: March 16, 2014, 05:37:25 pm »
Ndless 3.6 isn't reboot-proof. You have to install it everytime after you rebooted.
I see what you mean... do you know when this will get fixed?

as far i know it is fixed if u have the new nlaunch even if u only keep only os in it (instead of two) because nlaunch installs at every reboot :D
The tutorial I linked to explains this.

635
News / Re: Ndless 3.6 becomes reality!
« on: March 16, 2014, 05:34:54 pm »
Here is a tutorial to make Ndless 3.6 reboot proof.
Also, welcome to Omnimaga NeonS4, you can introduce yourself here (tell us for example if you like Smash Bros ;) )

636
TI Z80 / Re: Maybe that will become a demo
« on: March 16, 2014, 05:26:30 pm »
Quote
<Hayleia> post it post it post it
<Hayleia> (then I'll tell you I never asked you to post it :P )

Hayleia forced me to post that (now you can't deny it :evillaugh: ).
HAX !
* Hayleia calls impersonation !
:P
Nice demo anyway, I'm glad you posted about it even though I didn't ask you to post it :P

I suppose you use random screen shifting and random pxl-off  :P
I'd rather say random pxl-change since pixels on the square become black ;)

637
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: March 16, 2014, 04:36:56 pm »
Well to remove the post you quoted and which was a test. I was sure I could delete it too, with a red cross button, but now I can't find it.

638
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: March 16, 2014, 04:31:58 pm »
(can't find the button to remove my post -.-)

639
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: March 16, 2014, 04:08:52 pm »
Well I don't think 32 bits are necessary for one block. Even 16 is a lot. Since there are less than 256 blocks, 8 bits is enough to know the type of a block, and the 8 remaining bytes can be used for some information (like the number of the chest if you placed several chests), but I don't think you really need 32 bits.

640
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: March 16, 2014, 04:01:55 pm »
How many bits does one block occupy in memory ? Because if you use 32 bits for each block, that is kind of a waste and that's a spot where you could save space, not only in the savegame, but also in the cache (which means a faster game overall :D)

641
News / Re: Ndless 3.6 becomes reality!
« on: March 16, 2014, 02:49:07 pm »
Just read my post above yours. And don't forget about the English flag on the top right-hand corner on TI Planet to translate contents in English when available.

642
News / Re: Ndless 3.6 becomes reality!
« on: March 16, 2014, 07:39:33 am »
its a relief really, especially since i had been nlaunching 3 oses: 3.1cx cas, 3.2cx cas and 3.6 cx

now there will be more space since i will remove 3.1 :D
You don't necessarily want to remove 3.1 since it has less bugs, is faster (except about Lua images), and gives you more RAM, according to that post.

643
TI Z80 / Re: zStart - an app that runs on ram clears
« on: March 16, 2014, 07:36:08 am »
Is there any way to add some sort of "suspend" to the program editor? Press a button and you're at the homescreen, where you can math out that constant you need, and then press it again and you're back where you were.
Well for now what you can do is put a random label where you are, quit the editor, make your calculation, come back quickly to your program (by the way, very quickly if you set a shortcut like ON+7 to edit your current project) and jump to that label before removing it.
Also, if you are talking about Axe, nevermind about the value, just put the constant into parentheses, it will be calculated during the compilation, not in the executable. You can also create yourself a custom constant at the beginning of your program.

644
News / Re: Old links converted
« on: March 15, 2014, 07:55:55 am »
But external links don't seem to work (e.g. from www.casiopeia.net).
I guess you are not planning to add some kind of compatibility layer, so I need to fix them myself...
That compatibility layer is what we kept asking for here (see following posts) and here (see following posts too). But they took that decision because that's what they decided, that's what we kept getting as an answer.

645
Axe / Re: Array in Axe
« on: March 14, 2014, 06:20:01 pm »
Well that's right.
When you do

[]→°Matrix
[040803]
[020407]

It is the same as

[040803020407]→°Matrix

Now, to access the "X,Y" byte (start from 0), just do {Y*width+X+°Matrix}

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