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Math and Science / Re: Formula for getting prime number?
« on: January 09, 2011, 12:39:01 am »
It has been proven, by the way, that there is no largest prime number
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1321
Math and Science / Re: Formula for getting prime number?« on: January 09, 2011, 12:39:01 am »
It has been proven, by the way, that there is no largest prime number
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Art / Re: Am I doing well on these sprites?« on: January 07, 2011, 08:10:56 pm »Dang, those are some nice looking sprites I recognize them easily enough with the knowledge that it's starcraft, but otherwise I'd have a harder time placing what they do exactly That's just it. I have one for the bunker, but it's so small that no one would recognize it unless I told them it was from Starcraft 1323
Art / Re: Am I doing well on these sprites?« on: January 07, 2011, 07:10:04 pm »Hmm, not sure, although by the size of the first, I guess it's the supply depot, right? Right on both. Okay, I'm confident now Thanks! 1324
The Axe Parser Project / Re: Idea for Axiom, transparent, black and white« on: January 07, 2011, 11:21:14 am »
Do you know how to use Pt-Mask / Plot1() from the .html list of Axe Commands? That might be what you're looking for
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Art / Re: Am I doing well on these sprites?« on: January 07, 2011, 02:42:03 am »
Here's a couple more. If you guys recognize them, I'll be at full confidence and won't need to ask about anymore that I work on
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Art / Re: Am I doing well on these sprites?« on: January 07, 2011, 12:35:28 am »ah, so the barracks is smaller than usual, that's probably why i didn't recognise it... Yeah, I'm making the Nexus, Hatcheries, Command Centers, Lairs and Hives 64 x 64, and the rest 32x32 or 16 x 16. So the sizes will be a little bit out of proportion. 1327
Art / Re: Am I doing well on these sprites?« on: January 07, 2011, 12:18:06 am »I think the CC might need some retouches at the top because a few pixels are missing, though. Ah, thanks for catching that. I will say, I had to make the barracks small to save tile space, so that took A LOT more touching up than the CC did 1328
Art / Am I doing well on these sprites?« on: January 07, 2011, 12:07:17 am »
I'm trying a particular method for creating sprites--namely, taking an image, converting it to 16 color, painting in major areas black and white, and converting the rest to monochrome. If I were to tell you the context is Starcraft, could you tell me what these two buildings are? I'm asking so that I can know how well I'm doing. These sprites will be for Starcraft: Zeratul.
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Correlation / Re: Correlation Progress« on: January 06, 2011, 11:02:06 pm »Not necessarily. I was thinking of having it be in the font files itself, but that might have conflicting fonts. So then I thought of a font name that was just for that program. You could even have primary and secondary names in the file, and still save bytes. So, file prgmA, and prgmB have a primary name of "SADTest2", and a secondary name of "Hellowrd". If SADTest2 has, say, two files that both claim to be the 1 file, then it tries the secondary name.That actually doesn't save much space, right? (Unless prgm is a 2 byte token and you use program names that are longer than 1 character?) It doesn't, but it sounds like you're making it a little too complicated. It would be much easier--which I may or may not do--to have a primary name selected, one that's used for all fonts, 6 characters long--and have a 2-digit number following the name. For instance, ZERATU01, ZERATU02, ZERATU00, etc. 1330
nDoom / Re: nDOOM - Work in progress« on: January 06, 2011, 07:03:02 pm »
Since it accepts .wad files, I'll have to try this with Chex Quest
Keep up the good work! 1331
Correlation / Re: Correlation Progress« on: January 06, 2011, 11:34:09 am »That actually doesn't save much space, right? (Unless prgm is a 2 byte token and you use program names that are longer than 1 character?) Program names for fonts have to be 8 characters long, no less. However, the big issue is how does the calculator know what program is mapped to 0 and what program is mapped to 1 unless you tell it? And if you tell it, that takes a lot of space. 1332
Correlation / Re: Correlation Progress« on: January 05, 2011, 06:28:40 pm »Actually, why not have a way to map all your programs to some value or something. Like have PrgmA map to 0, PrgmB map to 1, etc, then you could do: It might save confusion, but for the most part I really don't think it will save space. There are exceptions, but I can't think of many 1333
Correlation / Re: Correlation Progress« on: January 05, 2011, 02:25:31 pm »I guess it's better that way, though, especially if someone uses the function over 500 times in a game. It doesn't sound like much, but 500 bytes can make a big difference. Sometimes, someone may only have 800 bytes of RAM left to run his game. You know, you've got a point there. 1334
TI Z80 / Re: Starcraft: Zeratul -- An RPG in the works« on: January 05, 2011, 02:24:30 pm »By the way I forgot, but can the fonts be archived? With pics like this we might run out of RAM fast. Yeah, you can archive fonts. 1335
Correlation / Re: Correlation Progress« on: January 05, 2011, 04:54:20 am »
I've changed real( to int( to fix a bunch of bugs I was receiving. Basically, I'm having trouble working with 2-byte tokens, and real( is a two-byte token.
You can still use int( to do math as long as you don't use the name of a font that's on your calculator. For instance, you can use int(1.34), and you can also use int(ABCDEFGH) as long as pgrmABCDEFGH is not on your calculator. |
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