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Messages - Xeda112358
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3736
« on: March 19, 2011, 11:13:00 pm »
Hmm, well I think if I was to attack a project like that, I would require Axe to be on the calc and then the from there it would compare the calls. Well, actually, it isn't too difficult to decompile an Axe program... I just decompile it to Asm(<<hex code>>
3737
« on: March 19, 2011, 05:40:01 pm »
Aw, I added pointers and some new things and I tried making a tilemap routine in ReCode... It took 25/64 of a second to produce and display a tilemap. That means it can only produce 5 tilemaps in 2 seconds which doesn't look smooth at all Anywho, the new commands and syntax are: Pt-Off( copies some bytes from a var to a fixed RAM area and returns a pointer to it in Ans using {#,Size instead of a string will use the bytes at address # as data.
3738
« on: March 19, 2011, 02:05:50 pm »
Can you make an example with smoothscrolling?
My next command goal is to make use of pointers to data and the ability to read and write data. From there, I can make use of the sprite commands and possibly make a smoothscrolling thing I want to give some respect points, but Xeda's respect is the perfect square of 12...
* Qwerty.55 gives it anyway. Aww, now I need 18 more !_!
3739
« on: March 19, 2011, 06:36:46 am »
I typically edit the picture, go back to the manager and then when I press backspace, it loads properly.
3740
« on: March 18, 2011, 10:12:01 pm »
Hehe, my new image is a result of Powder Toy
3741
« on: March 18, 2011, 11:45:27 am »
I group the code together, so it makes it a little more compact and readable. If you read in your native language, if you know what to expect, you don't need to read the whole word and sometimes you don't even need to read the sentence! So when I type: EFF142D878C0EB4E234623EB I only read the "EFF" part and since it is unique, I know that the whole line is devoted to finding a variable and getting the size in BC. I then look at the last byte for an EB to see if the pointer to the data is returned in HL or DE (DE in this case). Or if I see: 3E30ED67FE3A3802C607121BC9 I can tell almost instantly by the "3E30" that it deals with numbers because 30h is the token for "0" and if I read further and see C607 I know the line is involved in converting hex, too. I find that a lot easier to pinpoint and recognise in a code than:
ld a,30h rrd cp 3Ah jr c,$+4 add a,7 ld (de),a dec de ret
It is just easier for me to understand as a language, I guess.
3742
« on: March 18, 2011, 12:58:22 am »
Psh, never I just don't like typing out: ld a,32 add a,l when I could do 3E2085 or something. It is so much more compact and it is easier to see what is going on
3743
« on: March 17, 2011, 11:17:58 pm »
Hehe, here is the form I compile BatLib in: http://pastebin.com/Ee0Hi7BkThen here is the code output from Assemblex (minus the image and fontset which uses >1000 bytes of code) http://pastebin.com/jWvEMGPxI don't know how accurate that is, but it is still a lot of code x.X 146 pages of it, actually, and that is without any of the notes I usually like to include
3744
« on: March 17, 2011, 09:33:26 pm »
Well it isn't very difficult in assembly, it just requires writing a byte.
3745
« on: March 17, 2011, 09:28:01 pm »
It's random, so 16 levels... unless you change the size :D The original game added more tiles based on how big the board was. I made this one earlier this morning, so I didn't add in all the features... I think I have an idea for my next remake. >_> <_<
3746
« on: March 17, 2011, 05:22:20 pm »
After some testing, I believe I uploaded an incorrect version because I found a version that did just what you described. Anyway, here is the next demo program and you will want the latest download Here is the latest download (it includes the example program "MOVE"): BatLib v4.01.92.55
3747
« on: March 17, 2011, 05:16:09 pm »
Okay then here is the next update. I added an error catching thing to dim(29 in case the user tries drawing a rectangle that goes off the screen. Before it would only return an error if you started off the screen Also, I added a new demo program for ReCode called MOVE and it is also a remake of an old game. I've added these commands to ReCode: log( takes the log of a number in some base 2 will square a number sin( takes the sine of a number (period=256) and returns a number (-127 to 127) cos( is similar to sin( log(Text( will display a number in some base on the graph screen I just finished up log( and log(Text( and I like 'em You can display, say, 1337 in base 14 if you want or whatever base
3748
« on: March 17, 2011, 02:41:13 pm »
Also, for those who don't know, BOB! is playing with phonetics. 'Euler' is pronounced 'Oiler', but many people pronounce it as 'Yuler', so it could be that some people didn't pick up on that Personally I like Euler better, simply because Gauss is making my study of math a pain
3749
« on: March 17, 2011, 01:36:38 pm »
Hmm, I think people are disliking you based on your reputation that you have presented. I personally cringe a little at the grammar, but I do like that you have an interest in math. I agree that if the topic was locked you should not have brought it back up again without a legitimate discussion in mind, but I think you guys are being a little harsh/rude at the moment.
I am curious, BOB!, what are your intentions? Are you here for programming? Math? Something else?
3750
« on: March 17, 2011, 12:32:13 pm »
Well it isn't quite as fast as Axe because it has to convert all of the numbers on the fly. The main difference between Axe and this is that ReCode is interpreted so most codes should be smaller than an Axe program. Plus, you can use assembly, BASIC, and ReCode in the same program With that in mind, I think my goal over the summer will be to create an app that takes total control of the RAM and is solely an environment to create and execute programs. It will not use the OS whatsoever. The problem with that, though, is that I will need to have a way to eventually give control back to the OS (for linking and to use the calc as a calc )
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