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Pokémon Purple / Re: [PP] Progress '11
« on: March 28, 2011, 09:56:25 pm »
Again, this looks very nice! It's just awesome!
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. 3676
Pokémon Purple / Re: [PP] Progress '11« on: March 28, 2011, 09:56:25 pm »
Again, this looks very nice! It's just awesome!
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Axe / Re: Trig Challenge....« on: March 27, 2011, 09:26:37 pm »
Okay, I'll see if I can extend an old algorithm to this, but I don't have high hopes
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Axe / Re: Trig Challenge....« on: March 27, 2011, 09:24:38 pm »
Out of curiosity, will the numbers exceed 23169?
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BatLib / Re: BASIC ReCode v2.00« on: March 27, 2011, 05:42:24 pm »
Oh, that version would not use BASIC at all It would use its own tokens, its own variables, et cetera and it would only work with the OS through entering or exiting the environment.
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Correlation / Re: Correlation Beta Bug Reports« on: March 27, 2011, 11:06:06 am »
Um, I tried using abs( and it is not working... Here is what I was doing:
Code: [Select] 1:Asm(prgmCORELATE
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BatLib / Re: BASIC ReCode v2.00« on: March 27, 2011, 01:25:14 am »
For now I will need to, but if I do make that programming environment, I am going to be writing my own variable structures and VAT, so there will be more RAM to be used and there will be vars that ReCode can use. My plans are to add these vars:
Pictures (variable size?) Programs Strings Lists Matrices Numbers Data 3682
TI-BASIC / Re: Zeda's Hex Codes« on: March 27, 2011, 01:20:39 am »This is to create the sprite data, because currently the sprite only exists in the graph screen buffers.Oh, I see, now! Cool! PS: I have a Great Aunt Zeda. She has a road named after her.^-^ EDIT: Oh, wow, I never saw your edit Freyaday... I am not sure what you mean, but using the example before of turning a bit on and returning the previous state, this version also uses two pointers-- one points to the data, and the other is the bit offset: Code: [Select] <<Ans points to a var>>
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TI-BASIC / Re: Zeda's Hex Codes« on: March 27, 2011, 01:11:29 am »
So you couldn't use pixel on/off or are you editing sprites directly in a data file?
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TI-BASIC / Re: Zeda's Hex Codes« on: March 26, 2011, 08:01:08 pm »
From an offset? Or that bit? Since you cannot actually edit Flash, here is a version that has its offset in RAM:
The code starts the same way, so you can make this a call (I am assuming you are using Axe): Code: [Select] 7DE6073C473E010F10FDCB2CCB1DCB2CCB1DCB2CCB1D01008009 Using the following codes, you can add them to the end of the above code or if you are using a call you use it after the call:Code: [Select] BitOn: B677 If instead you want to perform BitOn, BitOff, and BitChange and return the previous state of the bit, use these:Code: [Select] BitOn: 47A63D3FF578B677F1ED6223 So here is a code to turn on a pixel and return HL as 1 if the pixel was already on or 0 if the pixel was off using Axe code (to make it more clear):Code: [Select] Asm(7DE6073C473E010F10FDCB2CCB1DCB2CCB1DCB2CCB1D01008009
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TI-BASIC / Re: Zeda's Hex Codes« on: March 26, 2011, 10:28:47 am »
Okay, so I have 5 more opcodes, 3 simple ones and 2 less simple:
These simple ones I found in an "Extra.txt" document included with one of my old programs I seem to keep things like this in scattered places Auto DMS 21FA893E0677C9 This displays any number in Degrees-Minutes-Seconds automatically. Auto Fractions 21FA893E0C77C9 This displays numbers in fraction form if they can be, automatically. Remove Cursor FDCB0CE6C9 This stops displaying the blinking cursor. CharLength This one is one I added to BatLib a little while ago. It returns the char length of a string instead of the token length. For example, where length("sin(ln( would return 2 in BASIC, this code returns 7 because there are 7 chars. Code: [Select] EFD74AD604C0 SCharLengthThis returns the pixel width that a string would use if displayed with the small font. This one was a request from earlier this morning: Code: [Select] EFD74AD604C0 EDIT: Changed two cases of ED62 to 676F because it saves 7 cycles. Thanks Runer112 EDIT 2: I forgot to change some 7E's to 1A's when I was optimising my BatLib version... The last two have been adjusted accordingly. 3687
Math and Science / Re: Pitagoric Triplet« on: March 25, 2011, 08:41:38 pm »
We discussed this on IRC
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Humour and Jokes / Re: What Zeda looks like...« on: March 25, 2011, 08:36:46 pm »
Anywho, none taken
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ASM / Re: What happens when a calculator crashes...« on: March 25, 2011, 08:34:59 pm »
If I had to make a guess, I say it deals with a specific peripheral (meaning a port) that is connected to the hardware and reads PC. That is why there are two memory mapping modes (one allowing execution beyond BFFF).
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Humour and Jokes / Re: What Zeda looks like...« on: March 25, 2011, 08:32:37 pm »
Hmm, that is quite amusing
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