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.
Messages - MGOS
Pages: 1 ... 14 15 [16] 17 18 ... 23
226
« on: April 03, 2012, 03:43:33 am »
That's what I did... first I gave the program the 714 bytes L1 which sucked, then a 5kB Buffer which kinda works, but not 100%.
(A,B) are the coordinates of the "Paint bucket" (P,Q) are the coordinates the stack returns (given is a 5000B large Buffer, so 2500 coordinates should fit in)
0->S PUS(A,B) While S POP() Pxl-On(P,Q) If P-95 PUS(P+1,Q) End If P PUS(P-1,Q) End If Q-63 PUS(P,Q+1) End If Q PUS(P,Q+1) End End Return
Lbl PUS ReturnIf pxl-Test(r1,r2) If S<2500 r1->{S*2+GBD1} r2->{S*2+GBD1+1} S++ End Return Lbl POP S-- {S*2+GBD1}->P {S*2+GBD1+1}->Q Return
File is attached
The number displayd at the end tells how often there was a stack overflow.
227
« on: April 02, 2012, 08:11:30 am »
For my project I need a flood-fill function. Is it possible to have such a recursive routine for the whole screen or will this lead to stack overflow? Click here for an explanation what the function does.EDIT: I found that with the search http://ourl.ca/7869 but it doesn't really help me, the routine causes my calc to crash.
228
« on: March 14, 2012, 02:59:21 pm »
But wouldn't Rect( do a rectangle and not a "pyramid"-like shape?
You still need the for-loop and just do one-wide rectangles. That's usually a bit faster than the Line(-command
229
« on: March 05, 2012, 10:00:48 am »
Yes, I believe that should work, that's a cool application for pixel buffering Keep in mind that numbers are stored little endian though and so the "pixel coordinates" for X in 0-7 are actually the low byte and 8-15 is the high byte.
Ok, thanks. I came up with this idea planning a maze generator were setting bits of variables is necessary, but I just go with adding numbers each time.
230
« on: March 05, 2012, 12:49:33 am »
Just because I'm curios and this is quite odd, but is it possible to edit the bits of a variable using the Pxl-Command on arbitary buffers? For example we want A to be 10000100, can we do 0->A Pxl-On(0,0,°A) Pxl-On(5,0,°A) ![Huh? ???](https://www.omnimaga.org/Smileys/classic/huh.gif) I know this isn't very efficient, but can you do that?
231
« on: February 29, 2012, 08:51:42 pm »
FLAK-Tank v0.6DownloadA little anti aircraft shooter I made for the TI-83+. You have to control a tank in order to shoot all approaching helicopters. - Animated bullets
- Animated helicopters
- Powerups (Shield, Speed, auto aiming, etc..)
- Pause function
- Less than 4.8KB, only one file, no shells needed
Have fun! Reuploaded the gifs: ![](http://www.mirari.fr/kyzO)
232
« on: February 28, 2012, 10:30:41 am »
@Quigibo: I found another solution with a 240 byte LUT, which is a lot faster and other calculation can be integrated as well without taking any more memory.
Btw, I didn't think about that question, I thought about the program example with the interrupts were the counter suddenly stops...
233
« on: February 28, 2012, 01:56:03 am »
Nope, and that's why interrupts can't take too long, or else it'll keep firing interrupt after interrupt and never return to the program.
Ok... I tried this and I could abort the program with long interrupts... maybe it was just luck ![Roll Eyes ::)](https://www.omnimaga.org/Smileys/classic/rolleyes.gif) Still, has somebody a solution for my other question?
234
« on: February 27, 2012, 09:23:47 am »
I think that the game is stable only for specific calculators. It works perfectly with all the calculators of my classmates (exclusively TI-83+ fr). So maybe you should try with different calculators until it works.
I tried it today with different calculators, now the synchronization and map choice works perfectly, but no matter what keys you press on either calc, nothing happens. ![Angry >:(](https://www.omnimaga.org/Smileys/classic/angry.gif) Only the Clear button works.
235
« on: February 26, 2012, 06:51:23 am »
Tested it between two 83+s and it's ultra unusable slow.... it takes about half a minute to syncronize or doesn't finish it, playing does not work at all. ![Sad :(](https://www.omnimaga.org/Smileys/classic/sad.gif) I don't know if it is the connection between the calcs, but for me it doesn't work. I'll try it again tomorrow with my classmates' calcs.
236
« on: February 20, 2012, 01:23:56 pm »
Yeah, that's the way I thought about too.
237
« on: February 20, 2012, 01:14:23 pm »
Ok, then I have to do things differently, 'cause the base is 3/4 and the power/exponent is a variable.
238
« on: February 20, 2012, 01:12:34 pm »
Is there a there an arbitary exponentiation operator in axe, or just with 2 as base?
239
« on: February 18, 2012, 12:05:01 pm »
My TI 83+ takes 1.39 seconds from 0 to 60000 (interrupts turned off).
240
« on: February 18, 2012, 11:42:08 am »
Why don't you use axe? You'll get a less optimized, but decent asm program.
0->C While C+1->C-10000 End Disp "Finished"
My TI 83+ does that in less than a second.
Pages: 1 ... 14 15 [16] 17 18 ... 23
|