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Messages - MGOS

Pages: 1 ... 14 15 [16] 17 18 ... 23
226
Axe / Re: Axe Q&A
« 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)
Code: [Select]
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
Axe / Re: Axe Q&A
« 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
Axe / Re: Filling the Lines
« 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
Axe / Re: Axe Q&A
« 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
Axe / Re: Axe Q&A
« 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
Code: [Select]
0->A
Pxl-On(0,0,°A)
Pxl-On(5,0,°A)
???

I know this isn't very efficient, but can you do that?

231
Other Calculators / FLAK-Tank v0.6
« on: February 29, 2012, 08:51:42 pm »
FLAK-Tank v0.6



Download

A 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:



232
Axe / Re: Axe Q&A
« 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
Axe / Re: Axe Q&A
« 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  ::)

Still, has somebody a solution for my other question?

234
TI Z80 / Re: TI-Tank
« 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.  >:( Only the Clear button works.

235
TI Z80 / Re: TITank
« 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.  :(
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
Axe / Re: Axe Q&A
« on: February 20, 2012, 01:23:56 pm »
Yeah, that's the way I thought about too.

237
Axe / Re: Axe Q&A
« 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
Axe / Re: Axe Q&A
« 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
ASM / Re: Count to 10,000 in ASM
« on: February 18, 2012, 12:05:01 pm »
My TI 83+ takes 1.39 seconds from 0 to 60000 (interrupts turned off).

240
ASM / Re: Count to 10,000 in ASM
« on: February 18, 2012, 11:42:08 am »
Why don't you use axe? You'll get a less optimized, but decent asm program.
Code: [Select]
0->C
While C+1->C-10000
End
Disp "Finished"
My TI 83+ does that in less than a second.

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