Show Posts

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.


Topics - bilyp

Pages: [1]
1
Other Calculators / Essential Calculator Programs
« on: April 10, 2013, 11:38:00 pm »
So, after I bought my fancy new TI-84+, after having lost my previous TI-83+ for about 5 months, I looked at my empty program list, and felt a sad, empty feeling within me.
I have concluded that this feeling is because I need more calculator programs!

Which brings me to my main question...
What are the ESSENTIAL (ok, some games may not be essential, but I want those too!) programs, apps, tools, any things for your calculator?

So... comment with your favorite calc programs!

2
Axe / Storing levels to appvars
« on: November 24, 2011, 01:56:15 pm »
Hi, I was wondering how you can store more than one byte of data to an appvar. Whatever i try, it can only store one byte, or just crashes my calc.
I want to store my level data:
Code: [Select]
:[000000000000]
:[000000000000]
:[000000000000]
:[000000000000]
:[220000000000]
:[112000000022]
:[331220002211]
:[333112221133]
:.And then there are 3 more of these, so 4 "screens" of data, 192 bytes total
:[011414] -> GDB1 .This is the  player data, so the first byte is the "screen" you are on, the next, the x value, and finally, the y value. 3 bytes total.
All of the map data is currently being absorbed into the main program, and accessed as {GDB1-(location in comparison to GDB1)}, which works fine. I don't want to have so much data taking up space in my program, and would rather have multiple worlds, etc, in external memory. (as appvars)

My question would be how to store  the full 195 bytes of data to an appvar, then read it back into GDB1, without affecting the format.
Thanks for your time.

3
Axe / Same routine, different outputs.
« on: November 16, 2011, 12:29:40 am »
So I have a matrix (12x8) for a tilemapper that I wrote...
Code: [Select]
:[000000000000]→GDB1
:[000000000002]
:[000000000001]
:[000000000001]
:[220000000001]
:[112000000021]
:[331220002213]
:[333112221133]
and a routine that displays it:
Code: [Select]
:For(A,0,7)
:For(B,0,11)
:Pt-On(B*8,A*8,nib{A*12+B+(GDB1*2)}*8+Pic1)
:End
:End
and then a routine to detect if you are in a block, and store the block ID to C, where B = X+2, A = Y + 16. (the character is 16x8)
Code: [Select]
:If nib{B*12+A+(GDB1*2)}→C
but even though the core of the routines
Code: [Select]
:nib{VAR1*12+VAR2+(GDB1*2)}
are the same, only the first one shows correct blocks. The second one sometimes detects non existent blocks, and doesn't detect some existing blocks.

Is there something wrong in my syntax? Please help, I could not find the reason. :(
(attached is the source of the file with the buggy routines)

4
Miscellaneous / Question about the post rating system
« on: November 15, 2011, 08:06:06 pm »
I feel so dumb asking this.. but how do you +1 a post? I've looked and looked, but to no avail. I feel like I should know...  :'(

5
Axe / Trigonometric functions (tan, arctan) in axe
« on: November 15, 2011, 01:10:55 am »
How would you go about doing trigonometric functions in axe, like the arctan (tan-1()), to calculate the reverse of the tangent or sine of an angle.
I looked all over the internet, but all I could find was that tan(X) = sin(X)/cos(X), nothing about calculating the arctangent. :(

6
TI Z80 / TiltBall - a puzzle game!
« on: November 13, 2011, 10:43:45 pm »
TILTBALL!
Tiltball is my first game for the calc, written in axe.  :)

I asked a question for the math of this game earlier, but now i realize that i will probably need to ask more questions...

a brief overview of the game:

The ball falls from the cieling, due to gravity. the goal is to get the ball to the floor, without hitting the walls. There will be lines in the way of the ball, which the ball bounces off of. The only thing you can control is the rotation of the lines, as shown in the pictures below.

The original level:

Now, after you press the -> arrow on the keyboard:

all of the lines have been rotated counterclockwise around the center point.
That is the general idea.

I have the rotation of the lines worked out, but still have two of questions:

1. Is there any way to clip the lines without sacrificing too much speed?
2. How to calculate angle of bounce? so if the ball is coming in at velocity of xv, yv, and slope of the line m, how to bounce off?

Thanks in advance!

7
Axe / Math help for game
« on: November 13, 2011, 03:25:09 pm »
I am working on a game where a ball falls from the top of the screen, and it bounces on lines, which all are rotated at the same time around the center of the screen.

I want two know how you would check if point x,y is between two other points (if it hit the line). If it is, then I also want to know the angle of the line (to see how to bounce off of it).

Also, I would like help to find out how to rotate all the points (of the lines) around the center.
I have looked on google, but I was not able to find anything, so I was hoping that omnimaga could help!  :w00t:

8
Introduce Yourself! / Introduction!
« on: November 02, 2011, 08:22:31 pm »
Hello! since I love programming and love my calc (ti83+), I searched through the wild haystack of the internet looking for the best place to find useful calc information. I have finally found it! omnimaga is the awesomest place for calcs, and is exactly the thing I was looking for. Thanks to everyone for keeping this site up, I hope that I can contribute!

9
TI Z80 / Science tools
« on: November 02, 2011, 12:11:06 am »
Hi, I've been a fan of these forums, got a lot of great programming tips from here. This is my first post, because it's the first time I have ever had anything worthy of the forums.

Science tools!
The attached zip archive contains two programs: a periodic table, and a science conversion tool, both with source.
I hope you like it!
(Screenshots are in the zip, I couldn't get photobucket to work)
The file:
http://www.mediafire.com/?oz5oq3z68giirsg

Pages: [1]