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Messages - awalden0808
16
« on: March 12, 2012, 07:09:12 am »
Cool!
But I'm still kind of new to this data editing stuff with appvars and hexcode and stuff like that. So are appvars solely hexadecimal? And when I create a new one is it just a series of zeros until I write other data to it?
And are tokens one byte each?
You say the tilemap data is series of numbers, so is it 0000 for four tiles or 00000000 for four tiles? And is zero the first tile or no tile at all? And do I need to convert the hex to token? I plan to store everything in appvars.
To save space, how can I have no tiles at a position, without having a blank sprite in the tileset? Or do I need to do that, have the blank sprite as the first sprite?
17
« on: March 11, 2012, 05:25:44 pm »
Can the number be a variable? Say I want to change the byte to 2 and 2 is stored in F will that work?
18
« on: March 11, 2012, 04:24:42 pm »
Okay. One more thing. How could I change a specific tile in the tilemap? Like say I want to replace the tile at position (8,8) with a different tile, how could I do that?
19
« on: March 11, 2012, 02:51:16 pm »
For the sprite data, is it hex or token?
And for the tilemap data, would 00 be the first sprite, and 01 be second sprite, and 10 as the 16th?
So if I have a set of sprites and wanted to have tile data that shows the first, second then third, would it look like this?: 000102
As for the routine, sure!
20
« on: March 11, 2012, 12:01:45 pm »
I guess it would help to know why I'm asking! http://www.ticalc.org/archives/files/fileinfo/446/44632.htmlCurrently I'm using an alternate buffer and drawing the block sprites to that buffer, than recalling it as a background when I need to. All of the physics is determined by pixel tests, so I don't need to know what sprites are where. But if I'm going to be making the levels larger, I need to use tilemaps so I can change the view of the map when the player gets close to the edge (which I could do, if I knew how to use tilemaps!) I want to know what the tilemap data is composed of, and how I could edit it based on the coordinates of the cursor. For example, say the cursor is at the 8th row and 8th column. How could I replace the tile at that position with the current block's sprite data? I would like to know how the tilemaps are created so I could eventually create random tilemaps. Also, some info on the amount of memory tilemaps take up would be nice, so I can limit the generated tilemap size at the beginning of the code.
21
« on: March 10, 2012, 11:36:21 am »
Sooo, I need to be able to first grab the number of bytes free in the RAM, then have a large tilemap (its a set of 8x8 sprites, but it needs to be pretty large) that will initially be blank unless otherwise specified. Then I need to edit that tilemap in-game by changing the tilemap data every time a sprite is drawn. It would kind of go like this:
://Code for free bytes of RAM. ://Code for generating tilemap (later will be stored into an appvar) :Pt-Off(0,S,0,0,1,8) ://Code for editing tilemap with new sprite. :ClrDraw ://Code for showing tilemap :DispGraph
22
« on: March 02, 2012, 07:15:22 am »
Soooo, nxtboy. The "Mindstorms Nxt" in your sig... LEGO Mindstorms? The thing I've wanted since I was in 2nd grade (9 years, for the record)? That one? The one I'm super jealous about? That one?
23
« on: March 02, 2012, 07:05:31 am »
I just got the newest version from ticalc and yeah, I needed it. I stopped programming enthusiastically for a while (not sure why...) and I think my Grammer version was still from a few months ago. The UI looks better, and the file version is really nice to have there (actually something I was going to suggest, but since it's already there, no need to!)
And will adding the home run hook interfere with DCS7? EDIT: To answer my own question: Yes, yes it will. I installed your hook, than the DCS7 hook. Ran a BASIC program, worked. Ran a Grammer program, didn't work. Installed your hook, ran a Grammer program, worked. Ran a BASIC program, didn't work. Maybe you and Kerm talk a bit and get a home-run hook alliance going?
EDIT: WHOA WHOA WHOA!!! When I installed your hook and added the .0: to the first line, the Program menu CHANGED!!! WHOA!!! WHOAAAA!!! Nice! Xeda, you have gone above and beyond the call of duty. As a token of my honor, I bestow this WHOAAA!!!! to you. "WHOAAA!!!!".
Except now I want to use the Send( command. How in the world do I do that? It's gone from the Catalog and Prgm menus. Is that the "MakeVar" command? That makes sense.
24
« on: March 01, 2012, 09:47:54 pm »
So cool how complicated it is to manipulate a 63x95 pixel screen.
I copied your code directly, but it still isn't working. I'm thinking some of my problems may be that I'm not using a recent file version. I have it downloaded to my computer now, so tomorrow I'll add it to my calc.
25
« on: March 01, 2012, 05:30:57 pm »
Could you do me a favor and explain the graph buffer saving? I see that the pi symbol means hexadecimal, but what do the values correspond to?
26
« on: February 29, 2012, 07:16:13 am »
Totally. I know that making it with Grammer is possible, and we both have done it (well, I need to get that buffer storing thing figured out first). So next step is speed. Yes, do it! How are you going to include other cellular automata? And wow. That prime sieve is a literal sieve. It take a big pile of numbers and takes out all of the primes. Mine takes one number at a time and sees whether or not it fits in the holes (of the sieve ). So what good does it do to have the numbers on the graph? Will you then use a second program to figure out which number each corresponds to, then store them to a list? Or is there no purpose, just to say you did it? Or a test for a programming language? EDIT: I don't know why but I've never been smart enough to just say "If pxl-Test(A,B" instead of "If pxl-Test(A,B)=1". Cool! New memory saving technique!
27
« on: February 28, 2012, 06:49:46 pm »
I feel I should remind you that YOU MADE THIS LANGUAGE. If you truly wanted to, you could add a token that updates the graph buffer based on the Game of Life rules. It would serve absolutely no purpose whatsoever other than for CGOL, but it would probably boost speed and free up hundreds of bytes of memory. It also would take the fun out of programming it, but I really only wanted to be able to play Life on my calculator, instead of on my iPod Touch, where the environment is only about 18 x 30, and it wraps. Not a very useful size for making Glider Guns... Say you used Un/D. The code would be: :.0: :0->A :While A=/15 :getKey->A :Un/D :End :Stop
7 lines! GO!!! If you can implement particles, you can implement Conway's Game of Life!! EDIT: I decided to find out what a prime sieve is, and then I made one with a really simple BASIC program that takes a number and divides it by every positive integer less than the number, and it then tests each quotient to see if it is whole (If C=round(C,0)). Not an algorithm necessarily. Just curious: is that how you did it? Or did you use some fancy number thing? My program gave up at 337 due to memory overload or something (maybe because I wasn't clearing the screen?)
28
« on: February 27, 2012, 07:12:01 pm »
Wow... That's pretty dang slow. I need at least 2 fps. I knew how to use the Pxl-Change to leave the graph unaffected, but I wanted it to work out so that even if it did take a long time to calculate the new graph, you could still move the cursor during that time. It might be best to allow the graph to change, and then have the option to pause, and while paused you could edit the universe. Still, there's the problem of the program not detecting the button press while it's calculating... TI-BASIC Dev had this solution for TI-BASIC. Probably not going to be of worth with Grammer, though...
29
« on: February 27, 2012, 07:24:43 am »
I've been playing around with cellular automata for a few days or so, and I really want to create the most famous one, Conway's Game of Life, in Grammer. I know the language pretty well, I just need to know if it would be possible to have two scripts running at once or something. I need to have a script that calculates the alive and dead cells, and a script to move a cursor around which will be used to draw. I can't have the pixel on the graph when I test for the cells because the program would treat it as a live cell. I was thinking of turning on the pixel, showing the graph buffer, turning off the pixel, doing the script to recalculate positions, then repeating, but I don't know if that will serve my speed needs, since I want to be able to move the cursor between generations. Any other good suggestions?
30
« on: November 11, 2011, 07:20:15 am »
So I have yet another question. I've got two different control sets for my program (new one uses the Up+Left, Up+Right, etc. key codes.), and I also want to have the ability to save position by sending the coordinates to an appvar. I want it to test for the existence of the variable, then create it if need be, then require a second button press to make sure you really want to save it. I want it to have 4 bytes, the first two is the vertical coords, second horizontal. Then, when another pair of buttons is pressed I want it to recall the coordinates by pulling the first 2 bytes, storing it to the coordinate variable, then recall the last 2 and storing it to the other coordinate variable. Is this possible?
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