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News / Re: OS 2.55MP released
« on: January 17, 2011, 08:53:53 pm »
Quick question: for zStart, what does Solver++ do?
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News / Re: OS 2.55MP released« on: January 17, 2011, 08:53:53 pm »
Quick question: for zStart, what does Solver++ do?
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KnightOS / Re: KnightOS« on: January 17, 2011, 07:38:49 pm »Compression might happen, but it will be slow already. And it will be the last app you will ever install on your calculator under TIOS, so I'm not too worried about size. * Michael_Lee would like to reference a post from two pages ago and say that he found this extremely funny for some reason.
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TI Z80 / Re: YAB (Yet another Bomberman)« on: January 17, 2011, 06:59:01 pm »Don't forget that a bomb hitting another bomb sets both off. I actually didn't know that the bombs did that until willrandship told me ![]() 514
The Axe Parser Project / Re: Invalid Error« on: January 15, 2011, 06:57:47 pm »
8811? That high? Huh. I thought it was a bit lower then that...
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The Axe Parser Project / Re: Invalid Error« on: January 15, 2011, 06:47:54 pm »
Yup. If the size of your program goes over about 8000 bytes, then you should really consider either optimizing or turning it into an app. There's an executable file limit on all assembly programs, although I can never remember the precise numbers.
Shells tweak the numbers a bit, plus I think that some shells do away with the size limit altogether. 516
TI Z80 / Re: YAB (Yet another Bomberman)« on: January 14, 2011, 08:41:29 pm »
*cough* *cough*
Erm, I don't actually have an AI yet. Both the characters are controlled by the user, but I just find it difficult to move two things at once. 517
Art / Re: Graviter art« on: January 14, 2011, 07:42:41 pm »
@ Scoutdavid: Just to let you know, I think you misspelled 'Load'.
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Axe / Re: How do I use calcnet for Axe?« on: January 14, 2011, 07:29:22 pm »
I really need to learn assembly one of these days.
Thanks for the links, Kerm! 519
TI Z80 / Re: YAB (Yet another Bomberman)« on: January 14, 2011, 07:21:33 pm »Looks very well! What language? Oh! Right. Axe. 520
TI Z80 / YAB (Yet another Bomberman)« on: January 14, 2011, 07:17:39 pm »
This Tuesday, a friend challenged me to make a Bomberman game. I have a basic version worked out that I wanted to share -- you can control two players (I plan to add more, plus calc to calc multiplayer eventually), and lay bombs.
I don't have powerups/enemies yet - what kinds do you guys think I should include? Also, how are the sprites? 521
The Axe Parser Project / Re: Your Projects - Post and Critique« on: January 14, 2011, 06:56:07 pm »
Collision checking? Do you mean making sure enemies never intersect?
If we keep the amount of enemies fairly low (under a hundred, probably), then you could just take a brute force method - randomly generate two numbers for X and Y coordinates, check those numbers against every other enemy's coordinates, then if the absolute difference is 7 or less, then either attempt select another random slot, or add/subtract the appropriate amount of numbers to get the enemies not to intersect. Edit: You probably meant bullets - in that case, just use the same checks you did with variables, only because all of your data is in what is effectively a list, do the checks in a for loop. 522
Official Contest / Re: [BULLETIN] Cage Matches« on: January 14, 2011, 06:39:23 pm »I'm done! and I win.Optimized If you add bluescale, you could get even more lobstery awesomeness. 523
The Axe Parser Project / Re: Your Projects - Post and Critique« on: January 14, 2011, 06:37:40 pm »
No problem! Pointers are your friends - with them, you can do so many magical things.
btw, here's more info on what pointers actually are: 1] In all computing devices, there is only a set amount of memory. In order to use the memory, they're all treated as if they're arranged in a line. 2] The very first byte is called byte number 0, the second byte is called byte number 1, etc. 3] This byte number is the address - the address tells you exactly which byte you're talking about. 4] Each byte can hold a number. Think of houses - they have addresses, and they hold stuff inside. 5] So, by doing 10->X, you're telling Axe to store 10 to a certain byte in memory (Because a lot of these bytes hold vital information, variables are given so you don't have to remember a bunch of numbers whenever you want to store something). If I do something like 11->{1337}, I am storing the number 11 to byte number 1337 (you should never do this, though. Storing numbers to random places in RAM is the quickest way to a RAM clear). 6] If we examine {L1+5}, the L1 part is a numerical address to a place in RAM you can freely muck about in without any danger. Think of it like pi - it's a number which is hardish to remember, so the compile just substitutes it for you when compiling. 7] The stuff inside the braces tell you which byte you're thinking of, and adding the braces tell you to store to that particular byte. 8] Don't add braces around variables, though. 524
Humour and Jokes / Re: Ndless 3.0 made in advance« on: January 14, 2011, 06:23:21 pm »
Gah, I didn't even read the url, I just clicked.
I feel stupid now. 525
The Axe Parser Project / Re: Your Projects - Post and Critique« on: January 14, 2011, 06:21:09 pm »Yeah I was planning that. The problem with more enemies is variables, or in Axe is there a way to have more than the what... 29 or so variables? Like A-Z and Theta? *psst* Want to know a secret? I can tell you how to get about 710 more variables - for free! If you want to do this: 10->A 10->B Where A and B are the coordinates of an enemy, you could do this instead: 10->{L1} 10->{L1+1} (The L1 is the list number one, and don't forget the curly braces). You can safely store numbers up to about 714 (so doing 42->{L1+710} is perfectly safe). Also, if all the enemies act exactly the same, you could do this: Code: [Select] .Storing enemy location These are called pointers. If you search the Axe forum, you could probably get a better explanation of them, but this is the quick implementation guide ![]() |
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