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Messages - Michael_Lee

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316
Humour and Jokes / Re: OS 2.71 Released
« on: March 31, 2011, 09:49:50 pm »
What, seriously?  Screenies please?

317
Humour and Jokes / Re: OS 2.71 Released
« on: March 31, 2011, 09:41:31 pm »
Of course, we all need to get it first...

I wonder where thepenguin77 and Sir Cmpwn are?  They better be writing a kick-ass article about this. :P

318
Humour and Jokes / Re: OS 2.71 Released
« on: March 31, 2011, 09:38:33 pm »
I know that by Saturday, I can have the file hosted on my website...

319
Humour and Jokes / Re: OS 2.71 Released
« on: March 31, 2011, 09:33:35 pm »
Good point.  I guess you could always buy a new calc, if things go wrong.

320
Humour and Jokes / Re: OS 2.71 Released
« on: March 31, 2011, 09:31:21 pm »
Actually, the true worst case is that your calc would be bricked :)

I doubt that would happen, though.

Did somebody post a download link to the 8xu?

321
TI-BASIC / Re: Quick Question
« on: March 31, 2011, 08:50:08 pm »
Most people code then test assembly on their computer (they would test by using a calculator emulator, like Wabbitemu).

You could code it on-calc, either directly in hex (which is really hard - only one or two people on this forum have the fortitude to regularly attempt such a thing) using a program like Mimas (which is a text-editor that converts text to hex).  It's better to program and test on computer.  Assembly code can get really long, and because it's so powerful, it has the potential to seriously screw up your calc (maybe even brick it).

Hot Dog, an admin on this forum, made a really good introduction to assembly, if you wanted to learn.  Here: http://www.omnimaga.org/index.php?action=downloads;sa=view;down=594

322
TI-BASIC / Re: Quick Question
« on: March 31, 2011, 08:42:55 pm »
Yup.  The only downside is that it's another file that the user has to download if they don't have it already.

Of course, most people who know about the existence of calculator games already have xLIB, Celtic, etc. on their calc already :)

Edit: Also, I moved this thread to the TI-Basic Programming and Support section.  We generally use the 'Other Calc-Related Projects and Ideas' to announce projects and such.

323
TI-BASIC / Re: Quick Question
« on: March 31, 2011, 08:39:00 pm »
Sadly, unless you use an assembly library, it is impossible to archive or unarchive programs inside another one.

324
TI Z80 / Re: Tetris on the calculator - Help?
« on: March 31, 2011, 08:25:02 pm »
Welcome to Omnimaga!

to stack, try using pixel test.
spinning... how do you store the tetris piece in memory? a list? a variable?
anyway, welcome to omni!
have the peanuts

What do you mean store the tetris piece?
The picture or ones that have already landed or which piece?
the one that you are moving.

To be honest, right now I'm not entirely sure.  The only way I know right now how to make them is to go through each time and make the pixels.  Although I'm afraid that might make it too slow so perhaps using pics (not sure how to use them though).

How does the calculator know which pixels to turn on to make the particular shape that is moving?

Does it check a list to see which pixels it should turn on?
Is it hardcoded in?
Or does it use some other method?

325
Humour and Jokes / Re: OS 2.71 Released
« on: March 31, 2011, 08:14:15 pm »
Lolwut?  2.71?

I wants ;D

326
Computer Programming / Re: [java] help!
« on: March 31, 2011, 06:38:03 pm »
This is even more off-topic, but here's my version.

Code: [Select]
grades = []
n = lowest = float("inf")   # 'inf' stands for infinity - this actually works.

while n > 0:
    n = float(input("Grade: "))
    if n > 0:
        if n < lowest:
            lowest = n
        grades.append(n)

for i in range(grades.count(lowest)):
    grades.remove(lowest)
   
print("Average = {0}\nLowest =  {1}".format(sum(grades)/len(grades), lowest))

Scout's version was 13 lines long (without empty lines), mine is 11 lines long (without empty lines)  ;D.

Mine also removes any repeated low scores.  If that isn't desired behavior, then you could just remove the 'for' statement and execute 'grades.remove(lowest)' only once.

327
Axe / Re: Why does this not compile?
« on: March 29, 2011, 09:44:40 pm »
Runer, you are a genius and a wizard.

Thankyouthankyou.

And that is one of the weirdest bugs ever.

328
Axe / Re: Why does this not compile?
« on: March 29, 2011, 06:24:31 pm »
Here is the last backup I have -- I don't think I modified it beyond recognition to the current one, but I did make a large amount of changes that still compiled correctly.  I don't remember exactly what changes I did that stopped it from compiling.

329
Axe / Re: Why does this not compile?
« on: March 29, 2011, 06:19:37 pm »
Well, I commented that single line out, and the game worked nearly perfectly (apart from not drawing what I wanted to draw).  I think I matched up all of my braces (I think), and it's probably not a problem with the specific version of Axe I'm using (I compiled previous versions fine, but after I made a few minor changes, this happened).

330
Axe / Re: Why does this not compile?
« on: March 29, 2011, 06:13:04 pm »
What is RT?

And I checked several times to make sure that they matched - I tried changing both to Str8 or something several times, and all the other pointers seem to work (I tried commenting that line out - apart from the fact that I couldn't see my tiles, the game worked fine).

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