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Grammer / Re: Gravity Jump
« on: March 14, 2012, 09:20:52 pm »
Yeah, we went over this before, didn't we? (in another topic) It can do over 3500 at 15 MHz
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 2131
Grammer / Re: Gravity Jump« on: March 14, 2012, 09:20:52 pm »
Yeah, we went over this before, didn't we? (in another topic) It can do over 3500 at 15 MHz
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Grammer / Re: Gravity Jump« on: March 14, 2012, 07:23:54 pm »
Well, think of it this way-- If I can do over 1000 pxl-tests in a second, then checking if I am in the kill zone will not be a problem at all.
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TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: Official TI-Boy SE Beta Thread« on: March 14, 2012, 04:26:49 pm »
First download Awesome job, calc
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Humour and Jokes / Re: Funny #omnimaga quotes (NSFW)« on: March 14, 2012, 03:51:31 pm »[15:41:26] calc84maniac otherwise you'll have to settle with pi approximation day [15:41:29] hellninjas oh yeah, i keep forgetting other countries do it different [15:41:29] calc84maniac 22/7 [15:41:33] Xeda112358 22/7 [15:41:39] BlakPilar So my pre-calc teacher went on a whole rant today about how since pi is an arbitrary number, it should be celebrated on an arbitrary day if it is to be celebrated at all... [15:41:41] hellninjas NINJA'D!!! [15:41:41] Xeda112358 Ninja'd >.> [15:41:59] calc84maniac how is pi an arbitrary number [15:41:59] Xeda112358 !_! Ninja'd again [15:42:01] hellninjas ninja'd again!!! [15:42:05] hellninjas damnit [15:42:07] Xeda112358 yesssss [15:42:13] hellninjas lol I'm only part ninja 2135
Grammer / Re: Grammer Q&A« on: March 14, 2012, 07:53:16 am »
Also, I am not sure if DCS7 and Grammer play poorly together. (You won't be able to run a Grammer program from DCs7, anyways, though)
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ASM / Re: ASM Command of the Week« on: March 13, 2012, 11:55:16 pm »
In a similar vein, you can do some soft-core SMC to speed up a routine such as pixel-testing or even turning the pixel on or off:
Code: [Select] ;===============================================================
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ASM / Re: Opcodes that should have been incorporated into the Z80 processor« on: March 13, 2012, 09:46:45 pm »
How about add hl,(**)? I would use that in cases where, say, HL is the offset into a buffer and the location of the buffer is at **. Or an instruction I just invented off the top of my head:
asjnc * It performs add a,c \ sub b and does a relative jump if it did not go below zero. That might be useful, especially for line drawing and circle drawing and whatnot. I think it would be 16 cycles using the current processor. 2138
Grammer / Re: Grammer Q&A« on: March 13, 2012, 05:36:52 pm »
Okay, I am trying to think of what could be wrong
As for grayscale, here is what you can try: Store pi9872 to a pointer-- this is where a 768-byte buffer is located. I'll call the pointer G, for Gray. Now do this: Disp oG to set the gray buffer. Now when you draw, you draw the gray stuff to buffer G and black to the normal buffer. To make white, you need to erase on both buffers. You also need to be constantly updating with DispGraph for it to appear gray. To draw to the gray buffer, most drawing instructions will let you use an extra argument to point to the buffer. For example, to draw a rectangle to the gray buffer: Lined(0,0,8,8,1,G I hope that helps! 2139
Introduce Yourself! / Re: Hello.« on: March 13, 2012, 03:33:08 pm »
Hi! And I get it, Stefan Um, so would you like some complimentary
with your stay? Enjoy! 2140
Grammer / Re: Grammer 2-The APP« on: March 13, 2012, 03:17:37 pm »
I also wrote the code in assembly and for things like this, the process can be really sped up. I am not sure how other languages compare.
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Other Calculators / Re: TI-Concours, a french programming contest for 68k/z80« on: March 13, 2012, 03:12:08 pm »
I now have the MORPION program done I wrote it during class today and it has a few nice features. I won't tell the features or anything that it does, though, because I don't think I can.
I am not sure how the judging works, but I think the programs are submitted with your secret number, then scored, and then matched up with the correct person at the end. 2142
Grammer / Re: Grammer 2-The APP« on: March 13, 2012, 03:03:02 pm »
Wow 48Hz is 8 times faster than the calc. Okay, some pseudo code...
Make a finite array of, say, 12 elements. This is the data for 6 particles. The elements are: {X1,Y1,X2,Y2,X3,Y3,X4,Y4,X5,Y5,X6,Y6} So loop through the particles like this: For the first particle, get (X1,Y1). Test the pixel below that coordinate. If it is empty, do Pxl-Off on the original, Pxl-On to the new location and change Y1. If it is not empty, randomly select left or right to test first. If it is empty, move there, adjusting pixel states and updating X1. If that is not available, check the other left/right and do the same. Finally, if that isn't empty, either, do nothing. Since the particle should not be starting on any already made pixels, it never occupies an already occupied space and so it does not delete any original contents. It only deletes itself from frame to frame. In BASIC, I did this: Code: [Select] {3,3,3,3,3,3→L1 ;Y-coordinates You will see it doesn't go nearly as fast in BASIC which is why I did it in ASM >.> 2143
Site Feedback and Questions / Re: Nearly 2000 members - Omnimaga in March 2012« on: March 13, 2012, 02:22:23 pm »
I'm 1083 Also, I probably signed up for an account a few years before I became active. I think DJ deleted it for me, though
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Grammer / Re: Grammer 2-The APP« on: March 13, 2012, 08:49:36 am »
The array is stored elsewhere. As long as you have a pointer to the array, you are fine The location is generally a fixed location for the duration of the program, though.
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Grammer / Re: Grammer 2-The APP« on: March 13, 2012, 08:37:58 am »
Oh, for the particles. Yes, it has to read from both so that it can interact with the environment. There is a particle buffer and screen buffer. The particle buffer interacts with the screen buffer That is how it flows around static objects
EDIT: I refer to the particle array as a particle buffer. |
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