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Messages - ben_g

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466
KnightOS / Re: KnightOS Translation Project
« on: October 15, 2012, 02:59:17 pm »
I finished translating. The translation is attached to this post.

467
KnightOS / Re: KnightOS Translation Project
« on: October 15, 2012, 02:36:15 pm »
So, anybody for German, Spanish,  japanese, klingoln ? (You may add chars in the character set, no problem :D )
It's not in the list, but I can do Dutch.

468
Computer Projects and Ideas / Re: Back to cretaceous
« on: October 14, 2012, 04:24:39 pm »
<necro>
This project had been on hold for quite a long time, but now I'm going to pick this one back up. I finally started adding some gameplay, and now it's possible to harvest leaves, sticks and logs from trees. You can't use them yet, but it's a start.

Here's a video to show how the current system works:


And as you see, the graphics are still pretty basic. I promise that I'll improve them after I've added most of the gameplay.

Currently, harvesting works by right-clicking the tree until it falls over. You need to have an axe in the inventory to do this. Then when it fell over, you can take the leaves by right-clicking the tree again (leaves will be food for herbivores in later versions) and you don't need an axe for it. For harvesting the sticks and the trunk, you need an axe or a saw. When the tree is fully harvested, a stump will appear and the tree will regenerate in approximately 35 seconds.

If you have a better idea of how to harvest resources, please post.

469
General Calculator Help / Re: TI 84 plus display mirror inverted
« on: October 14, 2012, 04:11:07 pm »
It's a bug on TI's latest MathPrint OS. It happens to me all the time. To fix this witouth data loss, turn off your calc, take out one battery (NOT the backup battery, a regular one!), and reinsert it. When you turn your calc back on, the screen driver was reset. Unfortunately, calculating an other fraction flips the screen again. To fix this, Thepenguin77 once releaced a patch. Contact him for it.

470
TI-BASIC / Re: Critical point numbers
« on: October 07, 2012, 02:26:33 pm »
Draw the graph, then do 2ND>CALC and select minimum or maximum, depending on if you want to know the minimum or maximum value of a point. Then, select a point in front of the critical point,  press enter, select a point behind it, then press enter twice. Repeat for every critical point.

471
TI-BASIC / Re: Critical point numbers
« on: October 07, 2012, 01:44:38 pm »
Take a sheet of paper, find the derivative of the function in Y1 and solve it as an equation to see where it reaches 0. The program you suggested will only work if the x-coordinates of the critical points are integer values between -50 and 50.

472
ASM / Re: ASM Optimized routines
« on: October 01, 2012, 03:02:45 pm »
so does it work like this?
Code: [Select]
.addinstr <instruction> <asm code for the instruction, written in hex> <amounth of bytes of asm code> NOP 1

473
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: October 01, 2012, 02:20:06 pm »
Also, I need routines for rotating a sprite by 90, 180, and 270 degrees.
If I'm correct, axe has routines for that.

EDIT:
Code: [Select]
p_RotC:
ex de,hl
ld c,8
__RotCLoop1:
ld hl,vx_SptBuff+8
ld b,8
ld a,(de)
__RotCLoop2:
dec l
rra
rr (hl)
djnz __RotCLoop2
inc de
dec c
jr nz,__RotCLoop1
ret

p_RotCC:
ex de,hl
ld c,8
__RotCCLoop1:
ld hl,vx_SptBuff+8
ld b,8
ld a,(de)
__RotCCLoop2:
dec l
rla
rl (hl)
djnz __RotCCLoop2
inc de
dec c
jr nz,__RotCCLoop1
ret

p_RotC should rotate the sprite pointed to by hl 90° clockwise, while p_RotCC should do the same counter-clockwise. I think vx_SptBuff is where the result is stored.

474
Site Feedback and Questions / Re: Xeda112358 is now a Coder of Tomorrow?
« on: September 29, 2012, 05:02:13 pm »
congratulations xeda!

I noticed it a few days ago, but I thought she has been for a long time and I just had never noticed it  :-[

475
News / Re: "Programming the TI-83 Plus/TI-84 Plus" Published
« on: September 28, 2012, 06:31:08 pm »

A mistake has been made in the sample chapter 1, or Kerm has a really awesome calculator and a really crappy computer.

476
TI-Nspire / Re: nCraft (3D minecraft-like game for the nspire)
« on: September 21, 2012, 04:32:18 pm »
After that will you add the ability to be able to place +destroy blocks (maybe jumping too)
Adding and removing blocks is off course the next item on my todo list :)
But it requires 3D raycasting, and I don't know much about that... I'll do research this week-end...
You should look into how raycasting is done for drawing maps in a raycaster (only the ray cast, not the drawing), then try to add the third dimension. This will be the easyest way, and it's fully possible because of the block-based world. Raycasting as used in 3D computer games often uses more complex calculations and search for polygons, which would also make it harder to use.

477
TI-Nspire / Re: nCraft (3D minecraft-like game for the nspire)
« on: September 20, 2012, 04:24:55 pm »
Are there any emulators that don't need a rom (or can generate one, like wabbitemu)?

478
TI-Nspire / Re: nCraft (3D minecraft-like game for the nspire)
« on: September 20, 2012, 04:11:56 pm »
I tried it on ti's document player, but it said the format was unsupported. Does anyone know a working player?

479
Brainf*ck was created as a very limited programming language so it would have the smallest interpreter, it was not created to actually do something useful. I'ts now only used for watching the look on your friends' faces when you show then a brainf*ck program. While your extension does add some instructions which can be usefull to make real programs with it, it is still very hard to read and still so limited that even the simple things would require huge routines, which would make it way to slow to make stuff like graphical games. Also, it still can't read or write from/to files, which is a very basic function that almost every program has.

Also, everyone who programs in brainf*ck probably does it for the challenge, and some may think your extension takes a part of the challenge away.

But anyway, it might be an easyer start for anyone willing to try brainf*ck, so good work.


^The above was not meant tu be rude or anything, but I doubt a bit that it would be very usefull. Brainf*ck is the programming language of a nightmare, and it may be best to keep it like that.

480
Miscellaneous / Re: My new internet speed
« on: September 18, 2012, 02:14:25 pm »

and I thought my internet wasn't that bad. (faster than most of my friends)

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