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Messages - Xeda112358

Pages: 1 ... 167 168 [169] 170 171 ... 317
2521
Miscellaneous / Re: End of activity peak?
« on: January 17, 2012, 07:37:53 pm »
Yeah, if that works out, it could make some news and if it is realllly good, it might draw a peak in attention (like with nDoom, but on a smaller scale).

2522
Lua / Re: Hangman for Lua
« on: January 17, 2012, 07:36:17 pm »
Wow, this looks nice! I have made hangman games in the past, so I will definitely try to recreate this, too! I will put you in the credits, too! I have already the Pokédex (up to 493) ready to use for the TI-83+/84+ Maybe that could be helpful (using Pokémon or other game characters).

2523
TI-Nspire / Re: Rush Hour
« on: January 17, 2012, 07:32:37 pm »
Cool, as another BGMG coder, I think I will attempt this at some point with Grammer. The screenie looks nice, too :)

2524
Miscellaneous / Re: End of activity peak?
« on: January 17, 2012, 07:29:38 pm »
Hmm... Maybe we need more games? Speaking of which, I notice cyanophycean314 has made Hangman...

2525
Grammer / Re: Grammer Feature Requests
« on: January 17, 2012, 05:03:08 pm »
Triple post .__.
Okay, so at Sorunomes request, I finally added in a way to tell which version you have and I added an option to enable the token hook. I even have some future options that you can see but not use (they will let you view different vars). At the moment, you can only toggle the hook ON by pressing F5. Hopefully I will add the ability to restore the hook setting by pressing F5. This way, if you use Axe token hooks (or other token hooks), you can go back and revert to Axe tokens.

EDIT: In relation to the poll, here is what the text compression routine looks like that I would implement.


2526
Grammer / Re: Grammer 2-The APP
« on: January 17, 2012, 03:07:46 pm »
Okay, I am preparing for an update to TICalc.org, so I will add that in when I rewrite the menu XD

EDIT: Okay, does this work?


EDIT2: This section stems from the feature requests thread after adding in some requests such as:
When using [ to store data to a location in RAM, you can now use º after a value to store it as a two-byte, little endian value. This wonderfully useful feature is a request from Yeong and it is one that I will love as a Grammer coder.
Also if you use [[ instead, all values will be stored as two-byte values in little endian style
Even more is that using [( will let you store a string of hexadecimal digits. If an odd number of digits is sent, a padding "0" will be tacked on to the end.
Finally for this command, the output now points to the data directly following.
Before I get to the next part, here are some examples:
Code: [Select]
A[0,0,1,2,3     ;this writes the bytes to A as normal
A[0,1,-1º,2,3   ;this stores the bytes to A, but -1 is stored as two bytes
A[[0,1,2,3      ;the bytes are stored as two bytes (little endian)
A[(EEFF0011     ;the hex is converted and stored (good for data)
A[5,6
[2,3            ;these are output directly after the 5 and 6

Indeed, there is a "next part." Users can now access var such as Strings and GDBs in a new way. by adding numbers to the end of the name, you can access, say, Str133. To access this, use the Str1 token followed by 33. This gives you access to Str1 to Str256 and likewise you can access GDBs, Pics, and other such OS vars. Note that Str10 and Str0 are the same thing, but Str0 is 1 byte smaller in a source.

A new feature is what actually motivated me to add that last one. OS strings can now be stored to with 2 options. By adding a ' at the end of the string name, an extra newline token will be added to the end. This is needed if you want to be able to read or use it as a Grammer string as Grammer strings use terminating bytes rather than a given size, like the OS.

So some examples of valid syntax include:
Code: [Select]
"Hello→Str33'
Text(0,0,Str33
A→Str213

I hope y'all have fun with the features!

2527
Grammer / Re: Grammer 2-The APP
« on: January 17, 2012, 01:59:02 pm »
Actually, it doesn't use ending brackets o.o the following do nothing in Grammer (literally, they point to an RET when executed):
)}]
There are a bunch of other tokens, too, but I cannot list them all XD

That is also why the For( token has the '(' changed to a space (like on the TI-89). I am still thinking of removing the token hook (or just making it an option).

2528
Grammer / Re: Grammer 2-The APP
« on: January 16, 2012, 10:08:19 pm »
I put together a Grammer "tribute" thing earlier today. I probably won't be able to program much for a while, so here you guys go! I hope Grammer will hold you over until I get more time to work on it :)

2529
TI Z80 / Re: YAZP (Yet Another Zedd Platformer)
« on: January 16, 2012, 06:10:58 pm »
Wow, neat! Do I see you flipping the gravity there, too?

2530
TI Z80 / Re: Tic-Tac-Toe (Grammer)
« on: January 16, 2012, 01:57:43 pm »
Okay, so the way I am going to do it, I will have 9, 8-byte lists for each of the 9 positions. there are 8 ways to win, so I will keep a running list of the current stats. I assign player X a value of 1 and player O a value of -1. The lists contain the win that get affected. When a potential win reaches -2, X will find a move that brings that to -1 (-3 is an O win, 3 is an X win), or if there is a 2, X will choose a move to bring that to 3 (if it exists).

2531
TI Z80 / Re: Tic-Tac-Toe (Grammer)
« on: January 16, 2012, 01:52:38 pm »
For X, it is possible to never lose and for O, the same is true. However, there is a way to tie in either case. I am currently trying to make the algorithm in Grammer code >.>

2532
TI Z80 / Re: Tic-Tac-Toe (Grammer)
« on: January 16, 2012, 01:24:20 pm »
It is *supposed* to make like this:
Winning moves are always taken
Blocking an opponents winning move is taken if a winning move is not found
Random move if neither player can win next turn

So the AI is not amazing, but it works :)

2533
TI Z80 / Tic-Tac-Toe (Grammer)
« on: January 16, 2012, 12:54:52 pm »
A new game to add to your Grammer collection is here! I still need to better the animation, optimise some code out, and make a menu so users can select options (such as who is the AI). Anyways, for now, there is an AI that you can play against, so have fun :)

When you finish the game, press clear to exit, press Enter to play again.

2534
ASM / Re: Comparing bits in a register
« on: January 15, 2012, 10:26:23 pm »
So that is slightly slower, but I see how that works! These are great, thanks much, guys!

2535
ASM / Re: Comparing bits in a register
« on: January 15, 2012, 10:19:56 pm »
oh, right XD Thanks much, this is very nice!

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