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Messages - Runer112
Pages: 1 ... 151 152 [153]
2281
« on: April 25, 2010, 01:58:11 am »
The parser seems to be handling the large amounts of data just fine. It takes a second or two to get through it all but it works.
And you were wondering what the data is? I was wondering Quigibo because I plan on making a project in which tiles will appear in groups of 16 at a time, with each tile being either white or black.
16 bits (2 bytes) * ~50-100 tile groups per level * 50 levels = ~5-10KB
2282
« on: April 25, 2010, 01:38:07 am »
Ok that looks pretty good. Just checking, though, this is a lot of data: 50 blocks totaling almost 10KB. Is it possible/safe to add all this data to just one reference?
EDIT: And while we're on the topic of large amounts of level data (this is data for 50 levels), storing all 50 levels in RAM is obviously not the best way to go. I'll probably end up putting this all into an archived AppVar (or program?), but then the question becomes: How do you extract only one level at a time?
2283
« on: April 25, 2010, 01:19:01 am »
There is another way to get the Nth arbitrary pointer (not consecutive not the same size) but its a little more complicated and involves pointers to pointers.
Want to clarify for me? Because all my data sets are of different sizes
2284
« on: April 25, 2010, 01:03:03 am »
Yeah I'm used to forums where double-posting is just fine, so sometimes I don't think to check here. But once I look down at my post(s) and see two in a row I instantly realize But anyways... For the GDB# thing. I don't think there is a GDB10, only GDB0 to GDB9. Could be wrong though, please correct me if I'm wrong.
From the documentation: Another thing is that Axe allows you to name everything with up to 2 numbers/letters instead of just a single number. The following are all valid names:
Str1 Pic0 GDB4 | Str1A Pic9Z GDB45 | Str66 Pic8C GDB3X |
2285
« on: April 25, 2010, 12:22:12 am »
I'm having a bit of trouble getting GetCalc(PTR) to locate things. Is it possible to find the pointer of a previously defined piece of data like GDB01? And if so, why does something apparently straightforward like this not work: :[FF]→GDB01 :"GDB01"→Str01 :Disp GetCalc(Str01)►Dec Does this possibly have something to do with the fact that GDB0 is a two-byte token? When I display Str01, it doesn't display "GDB01", it displays "a{1". It looks like it's breaking the two-byte GDB0 token into one-byte characters. EDIT: On closer inspection, it appears this command was meant for AppVars, so this approach probably doesn't make sense anyways. However, my question from the second sentence still stands: How can I get the pointer of a previously defined piece of data such as GDB01, but without actually saying GDB01→something? It would be nice to be able to get the pointer of a piece of data with a variable ID, such as GDB A, where A=01. ANOTHER EDIT: Just a quick question, would GDB1 and GDB10 be the same thing?
Why do I keep not realizing I'm about to double-post until it's too late
2286
« on: April 24, 2010, 11:44:12 pm »
Can you archive the source file before compiling it?
Oh wow you can, didn't realize you could
2287
« on: April 24, 2010, 11:17:56 pm »
Ok, here's a problem I'm getting close (about 1KB) to running into:
How do you compile a program that is large enough to not leave enough free RAM for both itself and the compiled program?
2288
« on: April 24, 2010, 09:12:57 pm »
Actually, there is a little trick you can use extract them. Try this:
:X->B :For(A,1,N) :B/2->B :End :B^2
Yes, that's almost exactly what I did character for character. But I'm guessing there are much cleaner and faster methods that can be built-in, yes?
2289
« on: April 24, 2010, 06:37:25 pm »
I was wondering Quigibo because I plan on making a project in which tiles will appear in groups of 16 at a time, with each tile being either white or black. This works out very well using rand to generate 16 tiles at once, but it is then somewhat difficult to extract the 16 individual bits.
2290
« on: April 24, 2010, 06:33:06 pm »
What is the difference between bytes and bits? I've never really understood that.
A bit = 0 or 1 A byte = 8 bits
2291
« on: April 24, 2010, 04:54:50 pm »
I just have a bit of a programming question (I'm not sure where else to ask questions like this):
How can you easily work with bits instead of bytes? That is, is there an easy way to pull out the individual bits in a byte, and vice versa?
2292
« on: April 23, 2010, 01:31:51 am »
Wow you guys have some really amazing stuff produced already! I don't think I could get as far as you did with only a week or two even if I had a whole year. I always like to just fool around in BASIC, and a while ago I stumbled upon a somewhat cool visual effect. Unfortunately it ran quite slowly. Thankfully, Axe is much easier to learn than ASM (which I attempted to teach myself, but ultimately failed). After a quick conversion to Axe it runs much faster and looks pretty nice, even running at only 6MHz. On my TI-84+ SE I even have to slow it down. But back to why I'm here: to show it off! Attached is a screenshot of two versions running at 6MHz, as well as the source and compiled code for both. I'd be honored if anybody wanted to steal from my source code haha.
2293
« on: August 09, 2009, 04:21:37 am »
Well, i thought i did, it turns out the app it created was bad anyway, and when i try to convert the rom under windows 7, it just says wabbit.exe has stopped working and no app is created.
Just a note, I have the same problem as souperman11. I don't think the ROM is bad; I can play it just fine on a GameBoy emulator for my computer. When I drag the file on to the batch file, it gets to "Pass one..." and then wabbit.exe crashes. Oh and in case you wanted to know or anything, I'm on XP.
2294
« on: July 10, 2009, 07:44:26 pm »
I'm just back to say that I don't know why saving in The Legend of Zelda - Link's Awakening wasn't working by pressing all four buttons at once. I just tried it again and I got it on my first try. Before I posted about this earlier I tried it at least 5 times to make sure I wasn't just missing the keys or anything, and none of it got it to work, but it appears to be fine now. No idea why it wasn't working, but it appears the fault was mine, not yours. And again, amazing work
2295
« on: July 02, 2009, 12:46:24 am »
First of all, amazing work. When Gameboy emulation was achieved for the TI-89, I thought about how amazing that was. And now to get it on the TI-83 and -84 is even more incredible. I was testing this out by playing The Legend of Zelda - Link's Awakening, which runs extremely well. However, I have noticed one problem. To save, you have to press A, B, start, and select all at once, and you can't do this on a calculator. Could you add a button to emulate the pressing of A, B, start, and select all at once?
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