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Messages - Xeda112358
Pages: 1 ... 165 166 [167] 168 169 ... 317
2491
« on: January 19, 2012, 08:17:18 am »
Thanks, DJ  I also made an effect last night for making a picture appear in the fire, but I crashed my calc. Pretty much, I had 4 buffers-- one with the picture, one with the currently shown image, one with the fire (graph screen), and an intermediate step. Go to the intermediate buffer, copy the picture, and then AND it with the graph screen. Go to the shown image and OR the intermediate step onto it. Now go to the Fire screen and OR the last result on top and you will have an image coming out of the fire  I then went on to add the particle effects, too, so the image forms, then melts, then forms, et cetera
2492
« on: January 18, 2012, 11:29:52 pm »
2578: You know the differences in hardware between calculators of the same model that have no bearing on what the calculator is meant to do (like 128KB vs 48KB and different LCDs  )
2493
« on: January 18, 2012, 10:34:23 pm »
Thanks! That is the one I liked, too
2494
« on: January 18, 2012, 10:33:04 pm »
Which one should I use?
2495
« on: January 18, 2012, 09:57:00 pm »
yes, most of the RNGs that I have used or seen do have a pattern that you can see when you bring it to the graph screen. I like it on one level, but I don't like it when I need to use it for a game
2496
« on: January 18, 2012, 09:07:11 pm »
Cool! @Anybody that wants it: The Grammer Feature Requests page currently has a version with the ln( command that lets you jump forward or backwards a given number of lines.
2497
« on: January 18, 2012, 08:42:21 pm »
Oh, jee, I finally figured it out. I accidentally some of my code when I went to fix the random number generator last time  . Sorry about that, here is a better screenie  Also, the code to actually do the flames is written in assembly and I just use the AsmPrgm command, but the other parts were in Grammer. EDIT: Source: (beware, it is mostly hex) .0:Return ClrDraw ㅠ8800[(0102040810204080 ㅠ86ED[(4C931140930103F4CD0888B612231310F70D20F4060CAF121310FCC9 ㅠ8808[(E5D52AFE87ED5F86230F86230FAE230F0F22FE87E60716885F1AD1E1C9 Repeat getKey(15 AsmPrgm21 ;normally don't ever do this >.> DispGraph End Stop
2498
« on: January 18, 2012, 08:29:12 pm »
Okay, wonderful idea and here is your update! As a note, ln(0 will jump forward 65536 lines. Here are some examples: ln(3 ;jumps to the line with "Yeah! "Hi "Whaddup? "Yeah! ;The code jumps here
Lbl "ScrollMenu→Z prgmZ ;StartOfLoop DispGraph If getKey(15 ln(-3 ;jumps back to prgmZ
Again, thanks for the token idea, especially! I made a version for ReCode that used other tokens (and was conditional) and I have wanted to add it to Grammer as well, very much. Thanks!
2499
« on: January 18, 2012, 06:47:05 pm »
There isn't much that I can see at a glance except for a few end parentheses  Nice job!
2500
« on: January 18, 2012, 06:31:05 pm »
Maybe I uploaded a bad version of Grammer? I have had similar issues and I fix them and forget to mention them or that I fixed them
2501
« on: January 18, 2012, 06:28:53 pm »
Hmm, well the menu was working for me... I got to the forest and I pressed Alpha, the menu came up, then I put it away and kept walking around. Also, nice job! The maps are working nicely and it moving isn't too fast. EDIT: Maybe I just uploaded a bad version of Grammer
2502
« on: January 18, 2012, 06:16:25 pm »
Oh, oops, I accidentally forgot to mask the upper 5 bits of the random number I produced  Now the fire isn't working nicely  (I have about 3/8 of the columns all white)
2503
« on: January 18, 2012, 06:08:16 pm »
okay .__. What are they?
2504
« on: January 18, 2012, 06:07:43 pm »
I used an RNG that thepenguin77 offered. It appears to be much more evenly distributed...
2505
« on: January 18, 2012, 06:02:54 pm »
Okay, here is a Grammer version, so this shows your tutorial here is easily ported to other languages
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