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Messages - Hayleia

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826
Web Programming and Design / Re: What if YouTube worked on the 83+?
« on: January 15, 2014, 08:36:47 am »
Hmm. Doesn't work for me using Firefox 26.0 on Arch Linux. Do you have to wait a while before the video starts?
Same for me with FireFox 26.0, but on Windows 8 (not 8.1).

827
General Calculator Help / Re: New CX CAS OS......Worth upgrading?
« on: January 14, 2014, 12:13:35 pm »
Your post sounds more like harassment
This can't be harassment since I only posted once (before that post) about the translation topic, so go get a dictionnary (among other things) before posting about words (among other things) you don't know.

you've come across like a jerk.
I don't think I need to comment this...

Who asked for YOUR particular opinion?  Not me.
Yeah, so no one would vote for the president because no one's opinion was particularly asked for. Once again you show some logic there.

Thanks but I don't need your "insights"
Indeed, you need more than this.

828
HP Calculators / Re: HP Prime nitacku-ized (animation)
« on: January 14, 2014, 02:33:10 am »
Yeah I found that too, but since it was slower and no smaller, I just did not post it.
Well it is not bigger, and you'll probably put a Pause in it anyway, so there is no problem :P
And the fact it doesn't use any variable is still interesting because that means you can call it anywhere without losing anything (except your buffer but that's what you wanted if you called it).

Also, I can save one byte by changing the 63 into a 62 and removing a Return so it does save space (and I beat you in optimization :P)
Code: [Select]
L6+768-24
For(62)
Select(,sub(Sub))
-12
End
Lbl Sub
Copy(,+12,-(L6+768)*~1)
DispGraph
Return

829
Miscellaneous / Re: porting old prgms
« on: January 14, 2014, 02:16:01 am »
have you heard of portal prelude?
i want this to be the one that SHOULD be ported...
shesh
at least give me the prgm in BASIC!
Also, of course we have heard of Portal Prelude, it was developped here lol.
But it won't be ported anytime soon since it was written in Axe and Axe is not available yet on the CSE, except if some mad guy, or some really impatient guy disassembles it, change every drawing command then compiles it back. You could do it by the way.
And it won't be cross-ported in basic because that would get ridiculously slow and huge (I am not saying that Basic is always slow and huge, but I think Portal Prelude would work that great).

So wait for the CSE to get its own games, or for Axe to be ported to it so that porting some games is easier, or for Basic authors to port their games, or the same for ASM programmers, but in any case, wait. There is no point saying "please port" because people don't have unlimited free time and not all monochrome coders have a CSE, so some are doing what they can and some don't do what they can't.

830
HP Calculators / Re: HP Prime nitacku-ized (animation)
« on: January 13, 2014, 05:30:57 pm »
Well you can get rid of r1 by doing this
Code: [Select]
L6+768-24
For(63)
 Select(,sub(Sub))-12
End
Return
Lbl Sub
Copy(,+12,-(L6+768)*~1)
DispGraph
Return
which is exactly the same as pushing hl and popping it back as you proposed, but with a necessary procedure (because Axe doesn't like Copy inside of a Select) that makes the code save no byte (you lose the 4 bytes you earned with the call and the ret). But yeah, it doesn't use any variable now.

831
HP Calculators / Re: HP Prime nitacku-ized (animation)
« on: January 13, 2014, 04:38:14 pm »
My goal was to make it as fast as possible :P you can put a Pause right after the DispGraph.
I don't see the point of making it fast, an animation has to be seen.
So I made a version that saves 8 bytes :P
Code: [Select]
0->r1
L6+768-24
For(63)
 Copy(,+12,r1+12->r1)-r1-12
 Select(,DispGraph)
End

832
HP Calculators / Re: HP Prime nitacku-ized (animation)
« on: January 13, 2014, 04:10:17 pm »
Quick try, non-tested (admits that you want to apply the effect to the current content of the screen) :
Code: [Select]
62->A+1
While 1
Copy(-1*12+L6,+12,63-A*12)
DispGraph
End!If A--+1
Works.

833
General Calculator Help / Re: New CX CAS OS......Worth upgrading?
« on: January 13, 2014, 12:22:38 pm »
Second, No I thought the page would change to English because I've experienced this on a foreign language forum,
which actually did change the entire page.........Histwar Les Grognards game site AND it's forum does this.
And you think all blonde girls are stupid because you met one stupid blonde girl. That is called discrimination. More seriously:
  • It is not because one site translates everything that every site should, otherwise, none would translate anything because there is one English website (Omnimaga) so every website would have to be in English.
  • The content on the forums on Histwar Les Grognards are not translated, they are only available in English. Only the buttons and the sentences such as "Welcome, Guest. Please login or register." are available in different languages. On the contrary on TI Planet, the content (which is why you need most, because even Google translate is enough to understand the few words on a button and browse a website) is translated, for most interesting news and tutorials.
  • TI Planet is not a website about a paid game. The people who made Histwar Les Grognards's website were paid to do it, so they did it, and they are going to earn even more money now that everyone can browse their website, while people who made TI Planet translated their content for free.

834
P.S. At the top of the CUBE source code, some hex values are enclosed in square brackets but not passed to any variables, what does this do?
Wait wait wait. I think you got it now, but Axe is not Basic. I just say it again to be sure.
Now, you must be talking about things like that:
[0244621867152648]→Pic0
[2456781569324587]
[1554236578955456]


So, first of all, Pic0 is not a variable, it is a pointer. So {Pic0} is the value pointed by Pic0, which is $02=2. And {Pic0+1}=$44=68. Etc. And Pic0+8=$24, which is the number that follows the last number before the"→Pic0", and Pic0+9=$56.

Basically, you can write what I wrote like that:
[0244621867152648 2456781569324587 1554236578955456]→Pic0

Or like that:
[]→Pic0
[0244621867152648]
[2456781569324587]
[1554236578955456]


Or like that:
Data(2)→Pic0
[44621867152648]
Data(E24,E56)[781569324587 1554236578955456]

All those ways to write it are equivalent when compiled. It is just more understandable to you if you are for example "declaring" a bunch of sprites to put them one beneath each other.

tl;dr: Pointers=/=Variables

835
2: an option to stop emulating the music (i noticed that different music makes tiboy run slow)
Doesn't Stat toggle sound emulation on/off ?

836
TI Z80 / Re: AudaciTI - 4 channel music player and editor (in the works)
« on: January 11, 2014, 08:13:37 am »
Ah ?
Which version (from which post) did you try ? It is meant to play this:
do  do  do  do  (this is the first chord)
si  re  mi  la  (this is the second chord)
la  mi  re  si  (etc)
sol fa  fa  sol
fa  sol mi  la
mi  la  sol fa
re  si  sol sol
do  do  sol sol

837
TI Z80 / Re: AudaciTI - 4 channel music player and editor (in the works)
« on: January 11, 2014, 05:56:39 am »
I forgot if you are building a table with this routine?
Yes, that's what I do.

And thanks, the first one (the one which finishes with 63) works :D
The second one doesn't however, but I didn't find any precision problem for now in the test music I have with that :)
Thanks :D

I tried the most recent version you posted. It works and has good volume on hardware. :)
And did the calibration fix the wrong notes or was the first A too low to fit in the proposed range ?

838
TI Z80 / Re: AudaciTI - 4 channel music player and editor (in the works)
« on: January 10, 2014, 01:06:45 am »
Well then I don't know what's going on :(
Here's the full source code, in attachement (removed :P, I may put it again when everything is cleaner, and you still can ask me for bits of it anyway ;)) (And yeah, there are some completely unoptimzed Text commands, like groups of three Text commands that could be a stdDev, but they are here for testing purposes for now (like in the Edit menu where I was checking if coordinates were right) or in menus that are not in their final form (like the appvar menu) so I didn't bother optimizing it at all. Same in the Calibrate menu where I was checking if lines fitted in the screen). See the "Lbl Calibrate", not so far from the return, you have both our codes (one being commented, the other one not being commented). I even added some push and pop commands around your code to be sure it doesn't destroy anything, but there is still a problem when playing notes :(

839
TI Z80 / Re: AudaciTI - 4 channel music player and editor (in the works)
« on: January 09, 2014, 11:07:59 am »
Thanks for working again on it, it works better (it plays different notes, and higher notes are indeed higher) but unfortunately they seem to be all wrong :-\
But as I said, if you have other projects or work or something, no absolute need for that, my LUT works :)
So if you want to work on it, well you can (and you'll get credited) but otherwise I'm ok right now :)

840
TI Z80 / Re: AudaciTI - 4 channel music player and editor (in the works)
« on: January 09, 2014, 09:16:04 am »
That doesn't seem to work :-\
I replaced this:
   For(63)
    {+°Sqrt122}Select(,->{A+1->A})
   End

with that:
   For(63)
    Asm(444DAF57290929092929092929092917298A2917298A2917298A2917ED446F62)
    Select(,->{A+1->A})
   End

and now when I play a music (the only available one -.-), all notes are the same.

But that is not a big problem. Since the editor will probably eat RAM (due to the currently editing appvar being unarchived), the program will surely be an app (except if it is really small) so some wasted space due to using a LUT is not that much of a problem.

Thanks for helping anyway :)

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