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Messages - Keoni29
Pages: 1 ... 134 135 [136] 137 138 ... 168
2027
« on: March 04, 2012, 10:46:55 am »
Okay I cannot read that without newlines  I get your point, but I can understand why they do not approve "jailbreaking". TI is professional and not some open-source internet user.
2028
« on: March 04, 2012, 10:31:34 am »
so i don't have to worry about them? ok then thanks..
oh, and it also makes it possible to switch a led on and off with 2 buttons in the VB program
Well those are headers I guess.
2029
« on: March 04, 2012, 10:21:26 am »
Binairy
2030
« on: March 04, 2012, 07:33:28 am »
Can someone please help me with my code
2031
« on: March 01, 2012, 03:26:19 pm »
I still wonder why my code doesn't work. Do I have to count cycles??
2032
« on: February 29, 2012, 07:20:42 am »
Hmm interesting, I never saw that one before. I knew about the reset glitch a bit, but not the X-ray stuff.
I saw a video yesterday. Another guy disovered this too. Too bad my saveslots where corrupted and reset itself. I have to do the reset thingie and then complete the game in one run otherwise the save data will get reset apparently.
2033
« on: February 28, 2012, 03:20:11 pm »
I just mastered the famous Reset Glitch and I found out something really cool: The gamedesigners hid some anti-cheat mechanisms in Super Metroid. It's up to us gamers to find them all! I will be doing a series of video's on the anti-cheat systems and some more cool tricks you can do will all items! (pwning crocomire with the grappling beam for instance) First video:
2034
« on: February 28, 2012, 09:00:55 am »
2035
« on: February 28, 2012, 08:40:24 am »
Hahaha, very nice. Brings back memories of seeing ads for these big bulky light/magnifiers in old gaming magazines. 
Maybe I can make some sort of worm light for my calc!
2036
« on: February 27, 2012, 04:29:10 am »
I found this light magnifier for the GBA. It works with a TI-84 too (with some tape) Now we can code when it's dark!
2037
« on: February 25, 2012, 04:45:12 am »
Sorry if this is difficult to follow, I didn't really know how to structure the diagram (if you want to call it a diagram). If you have any questions, just ask. Otherwise, I hope this helps!
SENDER RECEIVER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Pull ring low
Repeat up to [ARG 2]*8μs If ring is not low, abort | If tip is low, break from loop Pull tip low If tip is not low, abort
Release tip Received byte = 0
LOOP 8 TIMES LOOP 8 TIMES | Release ring, pull tip low | | Wait ~21μs | Wait until tip == ring | Rotate byte to send left | | If 0 rotated out, pull ring low | | If 1 rotated out, release tip | | Wait ~12μs | If tip is low, rotate 0 left into byte | | If tip is high, rotate 1 left into byte
Release tip and ring
 It's not quite clear to me when I have to add delays. This is what I understood: Function get: If ring is low Pull down tip Delay Release tip Set byte to 0 by default Loop 8 times Wait until tip and ring are equal If tip is low bit received is 0 otherwise bit received is 1 Delay 12μs End of loop otherwise Return -1 End Return received byte
Added some delays. Otherwise the receiver would just receive a lot of the same (1 or 0) Function send: Pull ring low Loop until time runs out If tip is low, break from loop End loop If time ran out Return -1; Loop 8 times Release ring pull down tip Delay 21μs If the bit is 1 pull ring low otherwise release tip Wait 12μs End of loop Release tip and ring
void setup(){ pinMode(2,INPUT); pinMode(3,OUTPUT); digitalWrite(2,HIGH);//ring release digitalWrite(3,HIGH);//tip release Serial.begin(9600); } int Get(){ if (digitalRead(2)==LOW) { digitalWrite(3,LOW);//pull tip down delayMicroseconds(12); digitalWrite(3,HIGH);//release tip int recvbyte=0; for(int i=7; i>=0; i--){ while (digitalRead(2)!=digital Read(3)){}//wait until tip==ring if (digitalRead(2)==HIGH){ bitSet(recvbyte,i); } while (digitalRead(2)==digitalRead(3)){} } return recvbyte; } else { return 0; } } void loop(){ Serial.println(Get()); delay(1000); } I ported it to arduino. Lemme tell ya: It doesn't work at all :| Do I have to count cycles???
2038
« on: February 25, 2012, 04:05:12 am »
Started glitching. Restoring backup. Edit: Older version works fine. No changes in newer version except for glitching.
2039
« on: February 24, 2012, 03:38:46 pm »
Not sure if it's him who is at fault, considering he uses an outdated Axe build or most likely did something in his code earlier, but just in case it might be a bug in AxePaint
[15:31:30] Keoni29 Axepaint is evil [15:31:38] Eiyeron (excuse me, another reflex ) [15:31:39] Keoni29 It screwed up my ram [15:31:52] Keoni29 MARCO [15:32:22] * Keoni29 waitin for your reflexes to kick in [15:32:29] DJ_O you might need to report the bug to the author in his topic keoni29 [15:32:44] DJ_O unless it's SirCmpwn, who is banned from both Omni and Cemetech [15:33:16] DJ_O also aren't you sure it's not you who did something wrong? [15:33:19] Keoni29 Writing and reading from and to appvars is somehow corrupted [15:33:26] DJ_O oh [15:33:33] Keoni29 My code worked just fine before [15:33:36] DJ_O do you use the right Axe version? [15:33:42] Keoni29 1.1.1 Everything worked just fine before I used AxePaint.
2040
« on: February 24, 2012, 11:17:28 am »
Can't we just bind a timer to the port so that the program doesn't freeze every time a note has to be played? Also, I made this a while ago: www.youtube.com/watch?v=7kK_vRbiibc (no comments about my voice please  ) It plays the sfx on another calc so that they won't cause the game to freeze for a while.
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