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Messages - Xeda112358

Pages: 1 ... 138 139 [140] 141 142 ... 317
2086
Other Calculators / Re: TI-OS Linking Bug?
« on: March 18, 2012, 10:57:24 pm »
This is currently working :) I wonder what the problem was, then ? It still won't send from calc to calc, but it now sends from computer to calc, properly.

2087
Other Calculators / Re: TI-OS Linking Bug?
« on: March 18, 2012, 10:36:15 pm »
*bump* ? The deadline is drawing near (tomorrow), so I hope this isn't a bug that will persist

2088
TI Z80 / Re: GraMusic (Grammer)
« on: March 18, 2012, 05:31:06 pm »
Actually, it might be better if I make this compatible with the MuseInc format >.>

2089
I have another question: Will the games be judged on TI-83/84 Plus calculators? There are a lot of things in my program that wouldn't work for models earlier than those.
I am curious, too.
(I am not sure if my programs will work on a TI-82, for example)

2090
Thanks for telling us how much time left! That way, we won't be confused about timezones.

2091
Hehehe, I think we have different algorithms in mind for sure. My current one uses some matrix rotation to cut down on size, but the super smart one won't be able to save speed or size using matrix rotations (well, transpose is the better term).

2092
* Xeda112358 just thought of a way to make advanced AI in about 200 bytes O.O
Yeong, your mention of the word "picture" made me remember a technique I used for braille translation 5 years ago on my calc.

2093
Hmm, I wonder if I could manage link play or not in under 3KB... I am at 1435 bytes with all the graphics and AI and whatnot

2094
D: Good luck, Yeong! .__.
* Xeda112358 backs up again just in case

2095
Ah, okay, cool!

2096
Will we need to keep our projects secret?

2097
I have a question:
For the final project (round 3), will that be kept secret as well?

2098
I'm not sure, I haven't had time to put together a good example :/ I've never worked on a game where the player stayed in the same position XD

Pretty much, here is the best idea I have, but I think you are already doing it or have done it:

When you jump, you change the Y-offset of the viewing screen. Form there, just plot the enemies by doing this:

Compute the Y-Offset /64 with floor. Then compute the location of the enemies /64 with floor. THen just add the two to get the location on screen.

2099
Other Calculators / Re: History of the TI community
« on: March 17, 2012, 05:35:11 pm »
Wow, awesome! Again, thanks Travis!

2100
Cool! I cannot wait to try it >:)

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