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Messages - Michael_Lee

Pages: 1 ... 40 41 [42] 43 44 ... 70
616
Other Calculators / Re: I'm Back
« on: December 26, 2010, 06:54:39 pm »
Glad to see you.
Also, DJ Omnimaga has temporarily stepped down from his position as admin - he is taking a break and is a normal user for now.

617
The Axe Parser Project / Re: Axe Parser
« on: December 26, 2010, 02:05:15 pm »
Lulz, it seems everybody wants one.

Also, the new line commands are fast.  Kudos for that!

618
TI Z80 / Re: Light - Progress
« on: December 26, 2010, 02:00:17 pm »
Well, holy crap.

I wanted to see how fast Axe 0.4.7's new line commands were, so I compiled a version I had on the computer using both Axe 0.4.6 and 0.4.7 (see screenshots below)

If this is how the speed is like even without me fully using the new commands of 0.4.7...

My motivation just went up by over nine thousand.  :hyper: :w00t: :hyper:

619
Miscellaneous / Re: What did you get for X-Mas?
« on: December 26, 2010, 11:30:59 am »
I got this lovely new Kindle that I am browsimg and typimg on right now!
I'm not very good at typing on it yet, though (I keep pressing 'm' instead of 'n').
16 level grayscale is surprisingly awesome!

@ScoutDavid: sorry to hear that.  Was it just a bad year, or something else?

620
The Axe Parser Project / Re: Axe Parser
« on: December 26, 2010, 11:21:56 am »
If you wish, I am also available for testing services.  I have a bunch of small programs I can test Axe 1.0.0 on, plus several larger projects I'm workimg on, although they aren't probably as large as some of the other projects mentiomed here yet.

621
Miscellaneous / Re: Cryptography Challenge
« on: December 24, 2010, 07:02:49 pm »
Both methods are the same thing, just explained differently, I think.

622
The Axe Parser Project / Re: Bug Reports
« on: December 23, 2010, 07:37:22 pm »
Blast and damn.

How come using Pt-On routines clip gracefully?  Is there a difference in routines?
Is there a way to make a bitmap act more like a sprite (in terms of briefly going off screen)?

623
The Axe Parser Project / Re: Bug Reports
« on: December 23, 2010, 07:32:22 pm »
I decided that I wanted to try using bitmaps, so I wrote this sample program using a simple 16x8 (or is it 8x16?  Hmm...) black bitmap.

Code: [Select]
[0810FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]->Pic1
10->X->Y

Repeat getKey(15)
getKey(3)-getKey(2)+X->X
getKey(1)-getKey(4)+Y->Y

Bitmap(X,Y,Pic1)
DispGraph
ClrDraw
End

It works fine so long as the bitmap is contained within the screen (there was some jaggedness when I was recording -- that's probably Wabbitemu), but if I try to move the bitmap below the bottom of the screen, it glitches and throws a RAM clear.

It looks worse oncalc and on Wabbitemu, but I don't think the full bizarreness was captured by Wabbitemu.

Is this supposed to happen?

624
The Axe Parser Project / Re: Axe Parser
« on: December 23, 2010, 01:14:06 pm »
Erm, what is a 't-state', and how exactly did you arrive by those numbers?

625
The Axe Parser Project / Re: Axe Parser
« on: December 23, 2010, 01:09:34 pm »
Yeah, I remember that.  That was one of the more inexplicable 'bugs' I had encountered while making my minesweeper game.

But nevertheless:
Code: [Select]
If A
  If B
    Do stuff
  End
End

or...

If A!=0 and (B!=0)
  Do stuff
End

Which is faster, given A and B are usually both true?

626
The Axe Parser Project / Re: Axe Parser
« on: December 23, 2010, 01:01:05 pm »
Follow-up question to this: http://ourl.ca/4050/155915

What if both A and B had a high chance of being true at the same time?  Then would
Code: [Select]
If A
  If B
    Do stuff
  End
End
still be the fastest way to evaluate it?

627
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 05:51:03 pm »
That should work, as long as you put that code after you create the floor/obstacles, but before you create your sprite.
(By create, I mean use Pt-On)

628
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 05:41:37 pm »
Wait, adding more?
I don't think you need to add more, just shift the locations a bit.

As long as any surface you encounter is 8 pixels wide (or more), the locations of the pxl-Tests I gave earlier should be enough to cover everything.
(Of course, if you plan on adding surface areas less then 8 pixels wide, then more would be needed)

629
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 05:35:20 pm »
No, not really, what if you were inching forward very slowly on a platform...

Code: [Select]
    #    #
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
    #    #
@@@
@@@
@@@
@@@
@@@
Then you would fall off, and through the platform.

630
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 05:26:45 pm »
That depends.
Assuming that the floor won't be flat 100% of the time, and assuming that you can run into things unless you jump, you'd probably need 3 pxl-Tests.
If it's possible to jump up and hit a ceiling (which could also be uneven), then 4 pxl-Tests

Code: [Select]
#       #
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 #       #
If the X's are your sprite, then the # would be where the pxl-Tests should probably be given your current setup.

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