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Messages - Hayleia
Pages: 1 ... 64 65 [66] 67 68 ... 239
976
« on: November 19, 2013, 02:10:38 am »
At least on the 84+CSE you don't have any risks of permanently losing access to ASM programs.
You never know what TI can do. But yeah, I don't think they'll try to block anything on a z80 calc. If they tried, the community would unlock it in two days anyway, given the knowledge some have on z80s (even if the CSE is not the same as a +SE).
977
« on: November 19, 2013, 01:50:13 am »
You still didn't read, or you didn't understand and did not ask. First of all, "I converted my map data to {C}" really doesn't mean anything. Not just because we're in Axe, this time. I don't think that could mean something in another language. Then, "[22]→{127+C}" tries to store a pointer to [22] (which is not the hex value 22 but a 2-byte number) in the one byte located in 127+C. Same with "[22]→{128+C}". So I think you didn't "convert" anything (because there is no such thing as "conversion" in Axe), then you stored random numbers in two bytes, so I don't see why your picture would not be completely different.
Would you mind sharing the complete code ?
978
« on: November 19, 2013, 01:35:24 am »
playing mario... on a calculator... IN COLOR!?!
Never heard of gpSP and gbc4nspire ? Anyway, That looks great AssemblyBandit ! I think you shouldn't worry too much about speed.
979
« on: November 16, 2013, 02:03:20 am »
I have another question. Is every two character in the gdb as one byte or is it 2?
I see you didn't read what I wrote. "In the GDB" doesn't mean anything, the GDB is a number, a pointer, not an object with numbers inside. And every pointer points to one byte, but you can read 2 bytes at once, or 4 if you want, or interpret a sequel of 11 bytes as a string, etc, they don't have a size, it is just you deciding when putting them in your program what they represent.
980
« on: November 16, 2013, 01:59:04 am »
If you switch to 15 MHz projects one day, will Super Mario 64 be next?
I don't think he will ever switch to 15 MHz. Even if he got a 84+, all his classmates would still have 6 MHz calcs. And most of them don't even have 83+ calcs but 82 Stats.fr. This is why he ported JetPack 8x to the 82 Stats.fr I guess. Anyway, that looks great indeed, nice work.
981
« on: November 14, 2013, 05:06:06 pm »
Then optimize, there is not much to do for the moment. Or if you don't manage to, you can also get all your data in external appvars and keep only the code in the app.
982
« on: November 14, 2013, 02:58:27 pm »
New animation. I used some push and pop to optimize a bit, so if ASM programmers could confirm my code don't stack overflow, that would be nice. edit in the code I implemented in the main program, there is a condition to end the loop, I just didn't put it in my test program because I run it on Wabbitemu.
983
« on: November 14, 2013, 01:41:24 am »
"GDB" is nothing but a name. You could have put "°TheMap" or "Str12" instead of "GDB1". I just say that because some people confuse pointers with objects and feel like they're declaring some structure when doing →GDB1.
And changing an element is easy. If you want the first byte in the free RAM area starting at L1 to be 1, you do 1→{L1}, right ? Well if you want your 58th byte in the RAM area that is your map starting at GDB1 to be 18, you do 18→{58+GDB1}. And if you can change each element, you can change tows, etc.
Just note that, as I said, that works everywhere in RAM (even in places you shouldn't write to) but nowhere else, so if you compiled your code as an app, it will be run from Flash and you "can't" modify anything there, so you'll have to use workarounds like appvars, or to copy data in free RAM areas first. But if you didn't compile as an app, forget that last sentence.
984
« on: November 13, 2013, 02:42:52 pm »
Yeah I like the second one better.
Yeah, same for me, no headaches anymore (just some "wat ? oh yeah, I just put that in"). Could you try reimplementing some animations from the original 1gen games? THat would be rad (and full of nostalgia)!
Well I tried that one that fills the screen with black in a spiral way, but only the first horizotal line and the first vertical line are right, others are drawn offscreen for some reason.
985
« on: November 13, 2013, 01:18:41 pm »
Yeah, I could do that. Even easier to code and even smaller.
Or do you feel that if there were more parts than two in my transition, it would give less headaches ? I mean instead of " first half goes up and last half goes down", something like "first 8 columns go up, next 8 columns go down, next 8 go up, etc". Maybe it would feel less like the earth turning.
Or middle tier goes up and the two others go down. Is this better ?
986
« on: November 13, 2013, 01:02:05 pm »
Someone complained when playing my game that there was no transition before battles. So I worked on an easy-to-code-and-not-too-big transition that I could implement and got that (see screnshot). The question is: do you have headaches when looking at that transition for a few times ? Because I personally don't fell very comfortable with this transition, feels like earth is turnning around the wrong axis or something.
(also, for the ones who wondered what the Enter key did, see the screenshot too)
987
« on: November 12, 2013, 02:03:44 pm »
Did you read my answer to your previous post which was posted in the right section as opposed to your latest post, and which didn't mention that inexistent calculator that the TI-84 is (there is always something behind the "84" and it matters now that the CSE is out) ?
988
« on: November 12, 2013, 12:47:37 am »
(we never know. After all, TI managed to make Lbl/Goto and running sub-programs brutally slow).
Not only Gotos are slow but they also slow down progressively. I once made a loop with a Goto (when I didn't know about While yet (that was a while ago, see what I did here ?)) and noticed that the game was running slower and slower after each iteration.
989
« on: November 12, 2013, 12:39:17 am »
Yeah but Mimas is the most recently updated one.
Lol, see my edit ? It is because my post included your exact sentence before I checked and saw on ticalc that ASMDream was also the most recently updated one. Seems like there are updates without notifications here, while FloppusMaximus made a huge new post for his latest release on Mimas.
990
« on: November 11, 2013, 03:06:29 pm »
He already learned ASM.
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