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Messages - Hot_Dog
Pages: 1 ... 80 81 [82] 83 84 ... 194
1216
« on: February 13, 2011, 10:34:38 pm »
Awww, okay So just the standard letters and numbers... That should be doable. *sniffle*
[I'm having a little bit of fun, don't mean to offend] Please don't, I hate seeing a girl cry [/I'm having a little bit of fun, don't mean to offend]
1217
« on: February 13, 2011, 10:27:48 pm »
Spaces can be in the name, right? Because that would be really cool... just sayin' >_>
Also, as a neat little trick, if you make it 9 bytes instead, the user can define the type of var using a letter as a prefix. When you do _CheckFindSym it automatically does "and 1Fh" on the type byte, so in BASIC, if you use E which is 45h, that is read as 05h... which is a program. if you do 5 which is 35h or U which is 55h, it is read as 15h which signals an appvar... >_> Just sayin', it could be useful...
Useful, yes, but how many people would use that? This is, after all, aimed at people who prefer Ti-Basic Oh, and no spaces
1218
« on: February 13, 2011, 09:51:33 pm »
Way to go, Xeda! I look forward to this new release!
1219
« on: February 13, 2011, 09:44:15 pm »
That's cool! Indeed, you can work as fast as you can on it. But as I tell everyone who helps me somehow, I am very understanding of events that cause delays, since imo calculator programming is not the most important thing in the world
1220
« on: February 13, 2011, 09:42:03 pm »
Just to recap, Abs( is indeed a faster replacement for sub(. It is meant for strings that contain only 1 byte tokens or else "funky results will occur". It's not in the old manual because I thought about it afterwards. This is part of the reason I want everyone to read the new manual to the letter.
1221
« on: February 13, 2011, 06:52:35 pm »
My list: Data(8,4,6,2,1)
Has the version of the readme you're talking about been posted yet, and if so were would it be? I wanna be prepared to try this out.
Hmmm, good point. It's not finished yet, but I'll try to have it up a week before the testing period
1222
« on: February 13, 2011, 05:27:04 pm »
Xeda, I forgot to mention, program names MUST be eight characters long, no less
1223
« on: February 13, 2011, 04:43:53 pm »
Awesome, thanks! Okay, I think I can do that! I actually already started and I set it up so that it took those arguments! I will be sure to try to add copying and pasting of sprites, too... It won't be too amazing, but it should be enough to get the job done.
Awesome! Don't worry about "amazing", many people will like this much better than a pure bitmap program
1224
« on: February 13, 2011, 04:40:52 pm »
You can work ahead of time if you want, Qwerty.55, but don't send it to me early. There are some things you may have to adjust upon reading the updated manual.
Since you're eager to start early, I'll give you your assignment right now. I'm going to assign you Wrap Mode. You can do anything you want with Correlation in your game, but please throughly test Wrap Mode for efficiency and bugs.
1225
« on: February 13, 2011, 04:28:52 pm »
Thanks for the font editor! Incidentally Graphmastur will be quite pleased, he was hoping that I would work on one. The font is stored as a Ti-83+ protected program. The first byte is the width of a character, in pixels, from 1-16. The second byte is the height of a character, from 1-16. The third byte is the starting character value (specified by the user), from 0 to 255. The fourth byte is the ending character value, from 0 to 255. Afterwards comes the graphics data, usings standard 8 bit 2-color format, one character after the other. (For example, if a character is 6 pixels wide, and the first byte is all black, the data for that row is %11111100) For Edit 2: Characters are assigned according to Ti-83+ one-byte tokens. Look here for reference: http://www.omnimaga.org/index.php?action=dlattach;topic=5750.0;attach=5243. Also, if a user does A-Z and Radian to ZTrig, all characters in between MUST be included. It would be helpful if you displayed the token/character that corresponds to the character that is being designed. For instance, the user draws a bird in the font, a bird that is displayed whenever there is an int( in a string. Or there might be traffic lights whenever the calculator reads an "A".
1226
« on: February 13, 2011, 03:48:48 pm »
Chouette! I am going to try to work on making a font/sprite editor by the way... It should help us develop more easily.
Do you know the format? Also, will this be on-calc or on-comp?
1227
« on: February 13, 2011, 03:43:13 pm »
Yes indeed, Deep Thought! Oh, and for other people on this forum, if I don't say "no", you can assume that you will be allowed to test Correlation.
1228
« on: February 13, 2011, 03:36:00 pm »
Keep it up Quigibo! We love your work, and thanks to you we have many new amazing Ti-83+ games!
1229
« on: February 13, 2011, 03:25:02 pm »
Where all the images in this post?
I can't see them either
1230
« on: February 13, 2011, 03:20:40 pm »
Way to go so far, Deep Thought! And I look forward to the Axe Tutorials
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