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Messages - Xeda112358

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3046
Grammer / Re: Grammer
« on: October 19, 2011, 01:28:27 pm »
Okay, so I have added by request the factorial token. It pretty much means not(). I will explain in more detail later, but I have to go a few minutes ago XD. Ask yeong or suronome as they were the ones that requested it XD

later I will add the ability for While and Repeat

3047
Grammer / Re: Grammer
« on: October 19, 2011, 12:40:59 pm »
There is also a chart in the readme >.>

3048
Grammer / Re: Grammer
« on: October 19, 2011, 10:57:30 am »
>.> Well, that is a pretty neat way of getting around it. I actually did something similar when I made a prime sieve using Grammer (because it is faster). However, there are actually display functions and you can transfer between OS vars and Grammer vars. Here are some examples:
Code: [Select]
.0:Asm(prgmGRAMMER
Repeat A=15
ClrDraw
Repeat A
getKey→A
End
Text('0,0,A         ;Use Text(' to display numbers
DispGraph
End
Stop
Or you could do:
Code: [Select]
Repeat A=15
0:Asm(prgmGRAMMER
Repeat A
getKey→A
End
A→iA               ;i is the imaginary i, here
Stop
Output(1,1,"      ;2 space here
Output(1,1,A
End

3049
Grammer / Re: Grammer
« on: October 19, 2011, 08:00:34 am »
WOW, that is incredible fast! :)
^-^
You should tell people that there is Full command as well :D
Hey people, there is a Full command. :P
Actually, I thought I had put that in the readme, but I apparently forgot :/ I added it way back in June, though x.x So anyhow, Full sets 15MHz, as does Full1. Full0 sets 6MHz and Full2 toggles the speed.

I have it in the next readme, too, by the way
EDIT: Okay, I went through and remade the MARS program to be a bit more optimised and here is what I have :)

3050
Grammer / Re: Grammer
« on: October 19, 2011, 07:40:26 am »
Okay, so I will try to add in that Screen→Particles command sometime soon, but for now I am having fun trying to code that game to be faster :D I currently have it going pretty fast (I haven't won the game yet), but it isn't complete XD

EDIT: Here is a screenie of what I currently have

3051
Introduce Yourself! / Re: Greetings Calc-lings!
« on: October 18, 2011, 11:08:53 pm »
Ah, cool, okay :)

3052
Introduce Yourself! / Re: Greetings Calc-lings!
« on: October 18, 2011, 10:55:54 pm »
For the latter bit, what programming language where you using? (just curious)

3053
Grammer / Re: Grammer
« on: October 18, 2011, 10:18:54 pm »
Hmm, I have been thinking of making it a command... If you look at my avatar, that is what I did there :)

3054
Grammer / Re: Grammer Tutorial
« on: October 18, 2011, 11:56:27 am »
Okay, I added it :) It seems to have a different format after a certain point, though, and I could figure out why :/ Also, I put it under general tutorials.

3055
Grammer / Re: Grammer
« on: October 18, 2011, 11:23:58 am »
@DJ_O: I am not sure how the reubens quest grayscale looks, so I am not sure :/ I do know that it does a pretty nice job with 4-level grayscale, but mostly because this uses interrupts.
@yeongJIN_COOL: Wow, that is cool! I can't wait to look at the source to see how you did this! That looks really nice!

@World: I have added in the requests for writing multiple bytes as well as fixing up Line(' :) For the last one, I used the routine Axe uses with a few of my own modifications.
So to write multiple bytes to the address pointed to by B' for example:
Code: [Select]
B'[1,2,3,4
And to draw a line, you can do:
Code: [Select]
Line('X,Y,X',Y'
And if you want to use some other logic (like drawing the pixels off or inverted):
Code: [Select]
Line('X,Y,X',Y',2      ;Draws an inverted line

EDIT:
Also, what do you mean by this? (I am a little confused)
EDIT: Is it possible to convert graphscreen to particles if the buffer have less than certain amount of pixel? it'll be awesome if it happens.

EDIT2: Um, I uploaded the correct version, this time, that has the line drawing routine working properly

3056
Grammer / Re: Grammer
« on: October 17, 2011, 10:46:08 am »
Hmm, okay, I can add that. Which token should I use?

3057
Grammer / Re: Grammer
« on: October 17, 2011, 08:32:37 am »
Not that I know of, yet. What I could do, though, is have it copy a list of data to a location. Would that work? Like A[0,1,2,3,4,5,6 where A points to the location to copy to?

3058
Grammer / Re: Grammer Tutorial
« on: October 17, 2011, 08:30:49 am »
@DJ: Okay, would it be okay if I instead posted the whole tutorial there and posted a link to it here?
@Suronome: Yeong has it correct XD
@Yeong: You are getting a pretty solid understanding of the language :) Thanks for helping folks out!

3059
Grammer / Re: Grammer
« on: October 17, 2011, 08:26:33 am »
Hmm, I might need to temporarily make use of a routine from elsewhere :/ I would prefer to make my own, but it will be useful to include soon.

So soon, there should be a working routine and when I get time, I will add in my own version to get a few more options (like thickness and whatnot).

3060
Grammer / Re: Grammer
« on: October 16, 2011, 10:12:51 am »
What do you mean? Like pictures and particle buffers and arrays? The answer for that is yes :)
For example, to create an appvar with two graph buffers:
Code: [Select]
Send(768*2,"UBuf→A
+768→B
Disp A
Now A and B contain the locations of the buffers and instead of the graph screen being used, the first buffer is used :)

Now aside from that, I have made several updates in the past few days! I finally added the Fill( and Fix tokens :)
So the Fix token is used to set modes. Currently there are two: Inverse text and inverse pixels. Inverse pixels is neat because it displays off pixels as on at the LCD. Inverse text just inverses the text.

The Fill( token has 14 different things it can do all dealing with the graph buffer, currently. They range from inverting the buffer to swapping two buffers to combining buffers using some logic.

Also, grayscale works very nicely on a real calc O.O I made a grayscale drawing program (with 4 shades of gray to draw in). Unfortunately, I tried sending it to my computer and that didn't work and when I took out the batteries to charge them... it crashed x.x

So yeah, if anybody wants to make one, it really does work! Just not so well in WabbitEmu :/

The gist of what I did was I made two buffers and stored their location to H and I. Then I used Disp to swap between buffers when drawing and I made an interrupt that looked like this:
Code: [Select]
.INT
DispGraphH
DispGraphI
End

I will try to remake it XD

I also changed the particle engine a little to delete any particles that went offscreen using an idea that Qwerty.55 gave me on IRC :) So now we can have infinite waterfall animations O.O

Finally, I changed the code around to save a few hundred bytes, so even with all the new additions, the code is now 30 bytes smaller than the last version!  I had a certain 10 bytes of code that got used many times throughout the program, so i just made it a call saving 7 bytes each instance, but using a few more cycles.

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