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Messages - Hot_Dog

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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 8)

1322
Art / Re: Am I doing well on these sprites?
« on: January 07, 2011, 08:10:56 pm »
Dang, those are some nice looking sprites :P 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 :P

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?

Also is the second one the factory?

Right on both.  Okay, I'm confident now ;D  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

1325
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  ;D

1326
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.

1329
Correlation / Re: Correlation Progress
« on: January 06, 2011, 11:02:06 pm »
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.
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.

Does this make sense at all?

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:
Code: [Select]
int("0
int("1
for A and B respectively. Saves bytes, at least, and int remains as int and won't get confused.

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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