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Messages - Xeda112358
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1336
« on: December 13, 2012, 12:07:31 pm »
You can also do this:
Repeat A=51 ;[ZOOM] is pressed <<main code>> End While getKey ; End Stop
Alternatively:
Repeat A=51 ;[ZOOM] is pressed <<main code>> End Pause If getKey Stop
These will not exit the program until no keys are being pressed. You can add something like Pause 5 or Pause 10 at the end for good measure.
1337
« on: December 13, 2012, 06:10:45 am »
Looks great Xeda! Why does the animation speed slow down in the second part of the screen shot though?
Initially, I use a delay of 8192 (2^13) for the animation speed. Every time the screen is moved, I add 1024 to the delay counter (because that is about how long it takes to shift the screen). In the later part of the screenshot, when I shorten the delay to 1024, this means that every time the map is scrolled, it gets updated and the timing is slightly off.
1338
« on: December 12, 2012, 06:53:01 pm »
Yeah, that is nice! 9 days left, good luck! Too bad we won't get that weekend >.>
1339
« on: December 12, 2012, 06:42:16 pm »
What part isn't working, could you be more specific? Remember, this is Axe code. Also, you should introduce yourself codebender I'm assuming your the same 'codebender' from TI-BASICDeveloper?
1340
« on: December 12, 2012, 06:22:37 pm »
Well, I'm not too good with Axe and there are ways to optimise this more for size (I was optimising for speed, mostly). I also use about a hundred bytes of optimised assembly, directly I think that if I put this all in assembly code in an app, I could make it a little more optimised and maybe even faster (depending on how Axe handles drawing sprites).
1341
« on: December 12, 2012, 05:58:23 pm »
Okay, my program is getting on the large side, now I have the following done, though: -Smooth scrolling 1 pixel at a time through 8-pixel steps -Boundary detection (so that garbage isn't shown if you scroll off the map) -Animated tiles -60FPS (It is actually a few FPS faster than before when there wasn't animation o_O) -Arbitrary map sizes (they can be any width/height from 1 to 65535) The downside is that minus all the data and stuff, the map engine itself is 1192 bytes (at least I'm pretty sure I removed all the extra stuff .__.)
1342
« on: December 12, 2012, 05:05:36 pm »
Xeda, actually, I'm starting to suspect seriously my idea that they've completely eliminated RAM paging in order to allow the extra archive to map into pages 80-FF. So available RAM will continue to decrease.
That does seem very likely
1343
« on: December 12, 2012, 04:51:46 pm »
If you check the comparison chart, you will see that the calculator is confirmed to have 3.5 MB of archive, but 21 KB of RAM (3 KB fewer than the TI-84 Plus Silver Edition, 5 KB fewer than the TI-82 STATS and 7 KB fewer than the TI-82). Well, luckily at this rate, the next model will have 20KB of memory, then it will start to rise 2KB for each new remake That means by 2100, we could be looking at >40KB of RAM to use o.o
1344
« on: December 12, 2012, 11:15:39 am »
Oh, I see it now I didn't see the 4-cycle tiles. Nice!
1345
« on: December 12, 2012, 10:20:44 am »
As a little update on my most recent proof, I spent the last half hour of so on my statistics exam generalising the proof further. Instead of using 2 x, you can use any function that diverges to infinity as x goes to infinity. And to further generalise, given that lim x→infinity of g(x) goes to infinity, then lim x→infinity of g(x)sin(k/g(x))=k. However, using g(x)=2 x reveals the neat identity with the nested radicals Also, g(x)tan(k/g(x))=k as x→infinity. It converges to k from above, whereas the sine version converges from below. The reason is simple : g(x)tan(k/g(x))=g(x)sin(k/g(x))/cos(k/g(x)). As x→infinty, this converges to g(x)sin(k/g(x))/1=g(x)sin(k/g(x)) I also created a really complicated looking problem that evaluated to the partial sum of k 2, too, just for fun. I used: lim a→inf sum(e 2k+1sin 2(k*e -2k),k,a,n+a) Hehe ^_^ EDIT: In the last equation, I had to replace the 'x' with 'k' Also, a prettier image is attached. EDIT2: In the picture, pretend I put the 2 symbol for sin 2() >.>
1346
« on: December 12, 2012, 10:06:56 am »
The two programs I have separate are 753 and >500, but they share a lot of the same code, so if I combine them, it will be much smaller (and the actual engine part will probably be >700 bytes in all ._.) Yours looks quite wonderful, Matrefeytontias o.o Can the tiles work with a different number of frames, or all they all the same number of frames?
1347
« on: December 12, 2012, 07:15:21 am »
I was experiencing a chocolate high last night (I was really craving chocolate and I got some ^_^) and for whatever reason, I could program that map engine, but it took me about a half hour to figure out how to get the tiles in the right format (after I created the format of all things O_o) I think I am going to have to make an on-calc tile editor for animated tiles, because my syntax really warped my brain. On the other hand, 72 bytes for 8 frames is 8 bytes less than it would have been With the method I have, each tile is represented by 3 bytes, then you have all the sprites that take 8 bytes each (for now, it will be 16 later when I add masks). Anywho, I have to go to my final, g'bye
1348
« on: December 12, 2012, 06:41:36 am »
Hehe, cool! I only just started adding support. I made a test program first (I still have to add it to the main program) If you check out the screenie, I had to add a big delay between frames Also, you will see that there are 4 different kinds of tiles, though they share the same tiles. Some animate between two frames (Filled circle and empty circle or little circle and blank tile), one tile remains blank, and the other tile cycles between the non-blank sprites (black circle, empty circle, little circle). In all, there are 8 frames between 4 tiles and it takes up 72 bytes for the data. Oh, and though this can to grayscale for now, I won't suggest trying it until after I get masked tiles supported. As it is, it is going to be a pain scrolling the screen with masked tiles and a 16x16 character sprite (When I show the program without a delay, it flickers, but if you adjust the sprites, it'll look great in gray on an actual calc) No worries, I have an idea of how to make the masking work properly and quickly It involves copying 64 bytes to a buffer I am already using (cmdShadow)
1349
« on: December 12, 2012, 06:29:06 am »
* Xeda112358 offers +1 o.o
1350
« on: December 11, 2012, 05:56:28 pm »
Hehe, thanks, I just fixed it EDIT: Oh, and I will at some point have to make a post about this and how it works: I also extended it to other denominators recently, not just powers of two (though those are a bit easier). With other denominators, it has the interesting ability to compute all the smaller integers relatively prime to the numerator.
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