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Other Calculators / Re: History of the TI community
« on: March 13, 2012, 08:29:07 am »
Awesome, thanks TravisE!
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. 2146
Other Calculators / Re: History of the TI community« on: March 13, 2012, 08:29:07 am »
Awesome, thanks TravisE!
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Grammer / Re: Grammer 2-The APP« on: March 13, 2012, 08:27:59 am »
I am confused... A tilemap is an array...
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Grammer / Re: Grammer Q&A« on: March 13, 2012, 07:16:54 am »
Awesome! I am sure people will enjoy larger maps
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Other Calculators / Re: TI-Concours, a french programming contest for 68k/z80« on: March 13, 2012, 07:15:49 am »
My coding is under way Also, Tic-Tac-Toe sounds cooler in french
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Grammer / Re: Grammer Q&A« on: March 12, 2012, 10:41:41 pm »
It is indeed in the readme Also, Apparently Ɵ' will contain the size of the created var O.o I didn't even remember adding that
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Grammer / Re: Grammer 2-The APP« on: March 12, 2012, 10:38:54 pm »
Sorry I am trying to think of what I can easily tackle or fix for now
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Art / Re: Yeong's Animations« on: March 12, 2012, 10:37:34 pm »
Nice! That one I know uses Trig
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Art / Re: Yeong's Animations« on: March 12, 2012, 09:19:09 pm »
okay. I need to figure out how I used to do 3D stuff (I have forgotten how over the years, but I made 3D programs in BASIC )
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Art / Re: Yeong's Animations« on: March 12, 2012, 09:16:34 pm »
Do you use any trig, or square root stuff?
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Art / Re: Yeong's Animations« on: March 12, 2012, 09:14:46 pm »
Wow, that is cool! How did you do that? o.o
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Grammer / Re: Grammer 2-The APP« on: March 12, 2012, 08:20:20 pm »
It takes about 1.70 seconds to fill the screen at 15MHz. As for Partex2, I just wrote the code to be fast. It reads the coordinates from an array and pixel tests as needed. To update a particle, it just changes the coordinates and draws accordingly. I am actually going to rewrite it to be faster, hopefully. I made a grayscale version over spring break, but at 2000 particles, it definitely could not do grayscale It did not look bad at all, actually, but I still want to see if I can speed up the process
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Grammer / Re: Grammer Q&A« on: March 12, 2012, 08:10:22 pm »
Okay, for your first question, you would have to copy the var to another var and then get the pointer to that var in RAM. In your example, it would use V as a pointer to the name of the var to copy to. You could do this:
Code: [Select] solve(0,"UData","V.→D D will point to the newly created var As for the sprite editor, the actual sprite data starts 4 bytes in The first 4 bytes hold the data for the size and number of sprites so that the editor can read them properly. So what you can do, if the sprite file is the appvar TILES: Code: [Select] 4+solve(0,"UTILES","V:→T I hope that helps! 2158
Grammer / Re: Grammer Q&A« on: March 12, 2012, 04:40:27 pm »
Awesome! I was worried
If you just want to read it (and not write to it) you can copy it to a var using solve(0. So for example, if your appvar is called Data, you can do: Code: [Select] solve(0,"UData","V. That will copy to a tempprog (that is what the V means) called "." Temp programs are automatically deleted by the OS, so it won't clutter up RAM. if you want to edit it, you will need to have it unarchived You can also copy portions of a variable to RAM instead of the whole thing using two optional arguments to specify the size and offset 2159
Grammer / Re: Grammer 2-The APP« on: March 12, 2012, 04:10:53 pm »
I just tested on my real calc and all the pixel commands are that fast
EDIT: it takes about 4 seconds to fill the whole graph screen using Pxl-On( which is 6144 pixels (also at 6MHz) Using math is what will slow it down, though It takes 7 seconds if I use Pxl-On(X+1,Y+1 And about 10 to 11 seconds when multiplying by 65535 (the slowest multiplication) 2160
Grammer / Re: Grammer 2-The APP« on: March 12, 2012, 04:02:16 pm »
I just ran this code and it took 8 seconds to pixel test 10 000 times:
Code: [Select] 0→X→Y That was in 6MHz, too EDIT:40 seconds to do 60 000, so about 1500 pxl-tests per second |
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