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TI Z80 / Re: Living Balls
« on: February 10, 2011, 10:04:10 am »
Sounds neat! Good luck and hope to see progress soon.
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. 466
TI Z80 / Re: Living Balls« on: February 10, 2011, 10:04:10 am »
Sounds neat! Good luck and hope to see progress soon.
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News / Re: DJ no longer manager« on: February 08, 2011, 05:07:12 pm »
I hope things get better for you.
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Other Calc-Related Projects and Ideas / [Idea] Nethack for nSpire« on: February 08, 2011, 09:01:33 am »
Source and binaries.
The preeminent Nethack server. Nethack is a classic dungeon crawl with randomly generated levels, permanent character death, and insane difficulty. It's written in C and is open source, so as far as I can tell (though I know very little about the nSpire) it's a good candidate for porting. I've poured over 40 hours into this game and still haven't come anywhere close to beating it. The nSpire could use a game with this level of depth. I don't own an nSpire and can't make this, but is anyone else interested? 470
Introduce Yourself! / Re: A ninja approaches...« on: February 07, 2011, 10:44:22 am »
Welcome to Omni. I second the above, Ashbad's a tricky bast
* JustCause respawns STOP I 471
TI Z80 / Re: [Project] Sniper 101.« on: February 04, 2011, 10:42:25 am »Spoiler For offtopic: Sorry to hear about Calc of Duty happybobjr. I would send you my calc if I could. 472
TI Z80 / Re: [SPINOFF]Trio and Niko: Dawn« on: February 04, 2011, 09:58:33 am »Imma pretty sure that text-based mapper in Axe would be slower (but smaller I guess) than a graphical tile one. Oh well, it's so fast compared to BASIC anyway it doesn't matter...Confirmed. I tried this yesterday. It's hella slow. BASIC-level slow. I was floored. 473
The Axe Parser Project / Re: Features Wishlist« on: February 03, 2011, 10:25:37 am »
An option to disable the token swaps when editing source. They slow down the program editor a bit, compounded by my recent switch to the DCS7 8-line program editor. I can deal with ref() instead of Rect().
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Official Contest / Re: [BULLETIN] Cage Matches« on: February 03, 2011, 10:13:39 am »
I am super-excited for this match. Sadly, I can't participate because I don't have a reliable way of uploading files, but I can't wait to see what the rest of the community comes up with.
To contestants in the Cage Match: stop reading this and code. 475
TI Z80 / Re: The Psyche« on: February 03, 2011, 10:08:13 am »
Squidgetx, can I use one of your levels as a cameo in Cubes?
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Web Programming and Design / Re: This... is... bad...« on: February 03, 2011, 10:05:33 am »* JustCause cries
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UberGraphX / Re: Project Paradise - Ubercalculator« on: February 03, 2011, 10:03:07 am »
I will buy one of these for up to $250. This could be the device I've been searching for all my life. Looks epic so far. We're all behind you. Keep being awesome.
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TI Z80 / Re: Axe Minesweeper« on: February 03, 2011, 09:58:27 am »
For your giant maps, I suggest creating an appvar buffer only if the map won't fit in L1. You can check for this at runtime. Store your map offset to a var and use that var everywhere you would normally use L1. That's what I did for cUbEs.
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Axe / Re: How do I use calcnet for Axe?« on: February 03, 2011, 09:02:02 am »
Ok, swapping the last two pairs makes it not crash. Have not confirmed whether this actually makes it work tho. (Don't have another calc.)
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Axe / Re: How do I use calcnet for Axe?« on: January 28, 2011, 04:04:46 pm »NetPong and the speed test work, so I'm guessing that's not true.That might be your problem.Are you using the newest versions of Axe? The older versions stores variables in the location where CALCnet expects its data to be.I wrote a little sample code to show how to use CALCnet2.2 in Axe. The code assigns a player index to your calculator, occassionally broadcasts that index to others, and takes recieved player indices and stores their 5-byte addresses in memory: |
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