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Messages - Hot_Dog

Pages: 1 ... 57 58 [59] 60 61 ... 194
871
Oh wait, I think some of my old games might already be using Abs for some RPG damage formulas... I'll have to test.

Abs will compute absolute values normally if it has 1 parameter.  I tested it myself.

872
News / Re: Weekly Correlation Testing Report
« on: April 19, 2011, 07:51:24 pm »
 O.O

Wow, nice game! 

But yeah, I wouldn't see this as an issue for Correlation

873
Right, you don't need to change any arguments.  By the way, I would also HIGHLY recommend using Find/replace to change sub( to abs(  ;D

874
Hmm at one point I should check if it's quite easy to convert one of my old games to Correlation. It would be nice to see how it runs...

The hardest part of converting old games is creating your font.  The second hardest part is deciding when you want text to draw immediately (one character at a time) and when you'd rather instead hide text until you are ready to display it all at once.

After that, it's easy.  I'm converting Builderboy's Factory game, and it's SO straightforward! 

875
Lua / Re: Lua compatibility accross Nspire OSes
« on: April 19, 2011, 07:34:11 pm »
After seeing "setColor" and "isColor" functions, I'm positive that Lua will work on the CX.

876
Introduce Yourself! / Re: Here's a new coder in the family
« on: April 19, 2011, 07:31:32 pm »
We are glad to have you on board!  I can't wait for the Mastermind-like game!

And between you and me, I smiled when you said "I come in peace," because some people come to Omnimaga only to harm us. 

877
Lua / Relative speed of Lua?
« on: April 19, 2011, 07:27:16 pm »
Let's say TI-Nspire speed could be measured on a scale of 1-10, with Ti-Basic code at 1 and ASM/C Code at 10. 

Very, very roughly, where would Lua fall on this scale?



PS: Imo speed doesn't matter.   I know that the importance of LUA is what it can let Ti-Basic users do.  I'm just curious ;D

878
News / Correlation: IMPORTANT NEWS for those creating homescreen games
« on: April 19, 2011, 12:34:49 am »
Correlation


Correlation is going under some major tire-changing in terms of homescreen-game designing.  If you are writing a game that uses the homescreen it is very important that you take note of the changes being made.

First of all, I apologize to those of you who used ln( only to find that the parameters were mixed up.  That bug has been fixed, and I'll release the new version when I can.

Secondly, in an effort to make Correlation homescreen games faster than their pure Ti-Basic counterparts, the following modes will, from this point on, NOT be available for designing homescreen games:

* XOR, OR, AND, Mask sprites
* Word Wrap
* Lowercase Letters
* Customized Windows

If you want the above features, you should display a 6x8 font with e^(.

The following features will still be available for homescreen games:

* Wrap Mode
* Map Mode
* Clip Mode
* Animated Text
* Negative Coordinates
* Run Indicator On / Off


If you are converting an old TI-Basic game that uses the homescreen, you need not worry about removed features.

I am sorry for any inconviences.  And as always, thank you for being patient as I try to make Correlation the best it can be.

879
BatLib / Re: BASIC ReCode v2.00
« on: April 18, 2011, 08:44:20 pm »
Sure, that is fine with me :) I am sure there will be plenty of happy programmers if you do that :)

True dat ;D

880
ASM / Re: Preperation for Custom IM 1 Routine
« on: April 18, 2011, 08:43:17 pm »
This topic is now locked.
Why?

Cause I'm not doing the project anymore, it's more of a hassle than I thought it would be to write to flash

881
ASM / Re: Preperation for Custom IM 1 Routine
« on: April 18, 2011, 06:31:38 pm »
This topic is now locked.

882
BatLib / Re: BASIC ReCode v2.00
« on: April 18, 2011, 05:46:14 pm »
Seeing as I let you use the Correlation idea for creating a backup of data when library compatability is needed, perhaps I can borrow this idea? :D :D

Basic ReCode gave me the idea to create "Correlation IF"--taking over program reading to speed up the process of moving Correlific Mode sprites from one X/Y coordinate to another one

883
ASM / Re: Preperation for Custom IM 1 Routine
« on: April 18, 2011, 05:31:01 pm »
There's room on the end of almost all the pages for code. The amount just varies by OS.

But I would say you are much better off just making an IM 2 interrupt that that ends with jp $0038. It has exactly the same benefits as IM 1 interrupts but it is OS version independent. The reason I say this is different OS's do different things down at $0038 and adding code there could be difficult.

The different things at $0038 makes a lot of sense, but I have that under control.  Considering that my goal with this is so programmers won't have to create a 257-byte jump table, can you tell me the best way to write to flash?  I have no idea if B_CALLs will work on OS pages or not.

884
News / Re: PRIZM LAN party by Qwerty.55 & z80man goes wrong
« on: April 18, 2011, 04:55:57 pm »
Call Of Duty: Quadratic-Enhanced?  Any screenshots?

But that aside, it's good to know everyone was alright.  This is not a funny situation.

885
ASM / Preperation for Custom IM 1 Routine
« on: April 18, 2011, 03:25:09 pm »
I'm looking into writing a small, yet valuable, package called Sparrow that will allow users to run custom IM 1 routines without damaging the TI interrupt routine.  (No runer, this is not Project Crabcake ;) )If the calculator crashes, the TI routine will run without any problems at all.

However, I do need to know, is there any OS section of flash (like a part of a page) that no Operating system on Ti-83+s or Ti-84+s has touched?

And I need to put a couple of lines of code in page 0, as well as that one spot in flash that I can write in.  What's the best way to write to OS pages?

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