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Messages - MGOS
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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) 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:
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 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. 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. 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.
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