Show Posts

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 - Michael_Lee

Pages: 1 ... 31 32 [33] 34 35 ... 70
481
Graviter / Re: Screenshots
« on: January 25, 2011, 10:12:19 pm »
Nice!  Is the speed when falling/rising nonlinear?

482
Web Programming and Design / Re: [RFG] Userbar Manager
« on: January 25, 2011, 09:24:19 pm »
Very cool!  Trying it now.

483
The Axe Parser Project / Re: Axe Parser
« on: January 25, 2011, 08:53:00 pm »
Fantastic!  I can't wait to see some of these Axioms!

484
News / Re: The world's first finished Prizm program published online
« on: January 25, 2011, 08:49:49 pm »
Wow!  I've never seen such a fantastic quadratic solver!
It almost equals the WFRNG!

485
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: January 25, 2011, 08:31:38 pm »
ok some bad news...i kinda lost my progress on this thing by accident..some problem with axe didnt let me back up and boom mem clear...how stupid...will take me long time to get it back to where it was but i can do it in a week
annoying mem clears...is their anyway to go from app to program cuz i got the doodlejump app updated just lost the updated source...

NEVermindss...all is well!!!!!!!!!!!!!!!! found it on wabbit hehehe

...Hooray?  I'm glad you found a copy.

hehehe i got a lot of them...heres what im thinknig
Question mark sign: gives you a random powerup :)
+100:gives you 100 points...lmao...rare though
laser:shoot ufo with laser if you collect this ;) very easy to make lol straight line
up arrow:jump super duper high if you collect it
switch: switches arrow keys...so when you press left doodler goes right  :o

this is what im working on. already implemented +100 and the question mark ans the up arrow...just need to do the laser...

what do you think i should add? something really cool...like a supernebula rofl

ALSO>>>>
does anyone have anything that will let me edit the program on my computer? scrolling down takes like 2 mins straight.... :( really boring


Perhaps you could use Tokens?  It even supports Axe and can compile your program to 8xp.  You could also use SourceCoder at Cemetech to decompile your programs, although I don't know if it can recompile...

486
ASM / Re: Hexadecimal Assembly Programming
« on: January 24, 2011, 07:22:04 pm »
*Seriously, there was an experiment with tapeworms where they had a tapeworm go through a maze to get to the food. After a few hundred tries, it finally got to it. They crushed up the tape worm and fed it to another. That tapeworm got through the maze on the first try. They changed the maze a little and the tapeworm tried going the same route and failed. The scientists knew that each segment in a tapeworm had a small piece of its brain, so they were curious about how tapeworm memory works... Apparently Zombie tapeworms would be really smart!

Wait, what -- seriously?  That is cool and slightly disturbing.

487
TI Z80 / Re: Axe Minesweeper
« on: January 24, 2011, 06:46:18 pm »
After learning lots about Axe and programming in general, I glanced over the source code for Minesweeper, and I was appalled by how inefficient and unnecessarily complicated it was in many places.  As a result, I've decided to attempt completely rewriting the program, and while I can't promise that I'll have time to finish this, I've decided to start.  So far, I've rewritten my menu system (although most of the graphics should be the same), finally created an algorithm that implements wrap-around (after promising this feature for practically forever :P), created a much more optimized stack-based algorithm for the expanding bubble thing, and shifted code around in general.

However, I have several questions:
I was considering adding an option that lets the user use nearly all of their RAM so that they can make massive levels if they want.  Should I do this, or just stick with using the amount of data in L1 instead?  If I do allow this to be a feature, should I leave it as a permanent feature, or should I let the user turn this option on or off?

Besides toggling question marks on and off, toggling wraparound, and toggling showing the positions of the mines when you die, should I add any more options?

What else should I add to make Minesweeper even better?

488
TI Z80 / Re: Minigames
« on: January 24, 2011, 06:33:35 pm »
1] About the trail: I got lazy :P  I used pt-Change or Pt-Off to change the sprite stuff, and didn't clean up the mess.
2] Pressing the up arrow... I'm not sure what you mean - could you explain further?
3] The building thing is a bit weird.  I originally intended for all the buildings to be the same, and it was, but then I used a sprite that looked something like this:
Code: [Select]
████████
█ █ █ ██
██ █ █ █
█ █ █ ██
██ █ █ █
█ █ █ ██
██ █ █ █
████████
Instead of being a sort of darker gray like I though it would, it did something weird with the grayscale and now half of the buildings display as black with flashes of white/gray while the other half is pure gray.  Weird, no?  For some reason, it looks like each building alternates color, and pausing then continuing the game can cause the effect to flip-flop.

489
Introduce Yourself! / Re: Hello
« on: January 24, 2011, 05:58:46 pm »
Welcome to Omnimaga!

Feel free to ask lots of questions, and I wish you good luck on the programming exploits!

490
TI Z80 / Re: Antenora
« on: January 24, 2011, 03:01:20 pm »
* Michael_Lee edges slowly away from the madness, and is curious how you can have bases that are not whole, positive integers greater then 1

491
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: January 24, 2011, 12:57:23 am »
o.0

For some reason, I find the abuse of HL to be insanely cool.

(I think it's HL...)

492
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: January 24, 2011, 12:54:23 am »
sorry, this may be really stupid question...but you state that STUFF is 10 bytes long but you then say its 5??
Absolutely.  You can make your appvar 5 bytes long, 20 bytes, 1337 bytes... just change the 2nd value in getKey to the desired length.


Quote
also can you just lose the for loops if you only use the appvar to store 1 single number(just the high score)
Yup.
Try this:
Code: [Select]
"BLARG"->Str1
getCalc(Str1)->A
!If A
    getCalc(Str1,5)
End
.The above just either creates or finds an appvar named BLARG that is 5 bytes long

If {A}<S
    S->{A}
End
.If the value stored in the first byte of your appvar is less then S,
.Store S to the first byte of the appvar

Text(1,1,{A}>Dec)
.This is fairly simple - it displays the value.
.>Dec is the token in the math menu - in TI-Basic, it would turn a number into a decimal

Repeat getKey(15)
End
.Waits for the user to press [CLEAR]


Quote
Like this:
:GetCalc(Str1,2)->A
:if A<S:S->{A}:end
:GetCalc(Str1)->A
:Text(1,1:Text A:Dispgraph
the prob is this doesnt work and i dont know why....but then again im lazy and didnt type your code in...i will soon cause i know it works....

Thanks a lot for your help!!!!!!
There are several reasons why that won't work:

Code: [Select]
If A<S
    S->{A}
End
A is the location of your appvar.  Imagine your calculator has 100 sort of boxes (which represent a byte of memory), and each box can store one number. 
If we want find a box and use the number we put in there, we first have to know which box to look for. 
Luckily, the calculator numbers the boxes from 0 to 99, so we just have to remember what number box our number is in. 
'A' tells you which box to look for,
'{A}' opens that box and gives you the number inside.
This means that you shouldn't do
If A<S
but instead you should do
If {A}<S

Code: [Select]
:GetCalc(Str1)->A
:Text(1,1:Text A:Dispgraph

The 'getCalc(Str1)->A' is unnecessary.  You already know which box to look for, so you don't need to tell Axe to find the appvar again.

Again, you would need 'Test {A}', not 'Test A'.  Don't forget the >Dec token to prevent gibberish from being displayed.

If you don't begin your program with 'Mode 5' (and later end your program with 'Mode 4'), DispGraph is just going to overwrite your text.

493
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: January 23, 2011, 07:35:53 pm »
I'm assuming that you want to change the value in the appvar if your variable is larger then the one in the appvar?

Then try this:

Code: [Select]
.TEST

"appvSTUFF"->Str1
!If getCalc(Str1)->A
    getCalc(Str1,10)->A
End
I've done one of two things here -- I've either created an appvar named STUFF that's 10 bytes long, or if I already created that appvar sometime in the past, I've just found the pointer or address that tells me where the appvar starts.

Code: [Select]
1->{A}
2->{A+1}
3->{A+2}
5->{A+3}
8->{A+4}

3->C
The appvar is 5 bytes long - I've stored the numbers 1, 2, 3, 5, and 8 to the appvar.  I've also stored a random number to the variable C.

Code: [Select]
For(Z,0,4)
    If {A+Z}<C
        C->{A+Z}
    End
End
An appvar is just like a list in TI-Basic - The For loop runs through numbers zero through four, and the If statement checks items zero through four in the appvar to see if it's lower then C.  If it is, it writes whatever is in C to that item in the appvar.

Code: [Select]
For(Z,0,4)
    Text(5,Z*10,{A+Z}>Dec)
End
This runs through the entire appvar, displaying the new values.  This is what you should see:
3
3
3
5
8

494
Axe / Re: Parsing files
« on: January 23, 2011, 04:22:45 pm »
Is anybody going to be able to actually write a program in Malbolge?

495
News / Re: 5 new major community project sub-forums added.
« on: January 23, 2011, 03:12:19 pm »
Congratulations!  I look forward to seeing progress on these projects!

Pages: 1 ... 31 32 [33] 34 35 ... 70