436
Other Calculators / Re: 160x240 resolution possible on CSE
« on: March 25, 2013, 11:54:20 pm »
Tile by tile scrolling wouldn't be that bad, either.
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. 436
Other Calculators / Re: 160x240 resolution possible on CSE« on: March 25, 2013, 11:54:20 pm »
Tile by tile scrolling wouldn't be that bad, either.
437
TI-Nspire / Re: Anagramarama« on: March 25, 2013, 07:19:08 pm »
I assume it picks a 7 letter word and scrambles those letters, i don't think the letters are picked at random.
438
ASM / Re: Sending Commands Over Link Cable« on: March 25, 2013, 10:06:30 am »
There's also:
http://www.ticalc.org/archives/files/fileinfo/223/22377.html http://www.ticalc.org/archives/files/fileinfo/270/27066.html Both include source, though i'm not quite sure that's what you're looking for. 439
TI-Nspire / Re: Anagramarama« on: March 25, 2013, 06:16:14 am »
What do you mean about a list of groups of random letters?
440
TI Z80 / Re: Rockfall: DT's other game for TI-Concours 2013« on: March 25, 2013, 03:21:04 am »You know, that kinda reminds me of this:On the other side of the spectrum, for once i actually found the story of a Pokémon game actually engaging in Pokémon Black with Team Plasma. There's also Peta's parody, Pokémon Black and BlueThis game will never, ever be made, but a recent post made me realize how cool it would be.And I think it would be awesome Bonus level! 441
Axe / Re: Ti Basic to Axe« on: March 24, 2013, 09:03:14 am »
Those locations i believe have a specific length. They're generally called saferam areas, they're areas in RAM that you can generally safely use to store data during the execution of your program without worrying about overwriting important data (other programs, etc.). You can also create a space using the free RAM of the calculator. Using the saferam areas won't take up any extra user RAM as that memory has been set aside specifically for that purpose (or for things that you probably won't use while executing your program).
EDIT: But you don't have to use up that much memory, if you only need ten bytes you only need to use ten bytes. Using more or less won't change the amount of free RAM needed to run your program. 442
TI Z80 / Re: Rockfall: DT's other game for TI-Concours 2013« on: March 24, 2013, 02:00:03 am »
It looks really cool, though it seems like the action is a bit slow, at least in the first couple levels. I like the graphics and the animations as well as the transition into a full out alien invasion Perhaps if you survive the alien invasion you can find a crashed UFO, have a little guy jump out of the helicopter and start commanding the UFO towards the alien's planet to take over their planet?
443
TI-Nspire / Re: Anagramarama« on: March 23, 2013, 11:24:07 pm »
With the 8-bit letters you could also have a section at the end for commonly used word pairs/triples, for example in french you could put in all the verb endings (aient, issent, etc.) so that they'd take up just one byte. Looking at it now, though, all those letters could also fit into your 4-bit section. To speed things up and save some space in the dictionary, you could also just use shorter words (maybe 6-7 letters). It's also worth checking out DAWG:
http://www.detachedsolutions.com/dawg/ It claims to have a vocabulary of around 40k words. The app size is around 100kb, not too bad really. Especially for SE users. If we can fit the game into 100kb i say go for it 444
TI Z80 / Re: [z80] cmdOS, a 3rd-party OS written from scratch« on: March 23, 2013, 10:20:59 pm »
It sounds pretty cool. Where are programs run from? Is there a gbuf or some area(s) dedicated to saferam? Or is the RAM always completely free (ie programs will always be in archive)?
445
nDoom / Re: nDoom - BETA!« on: March 22, 2013, 02:21:09 am »I think ndoom should be ported to the ti-89 titaniumYou should check out the different FAT engine games, like AaroneusTheGreat's DOA: http://ourl.ca/2889 ...and too few TI-68k programmers nowadays.It only takes one 446
Other Calculators / Re: NSpire, or Prizm?« on: March 20, 2013, 01:20:33 am »MirageOS has no such feature, at least none that I can tell! I have used it for years and recompiled it to my liking, even rewritten some of it with what little I know of ASM.http://www.detachedsolutions.com/mirageos/manual/taskerhkeys.php Check out the "Alter Execution Speed" section EDIT: Btw, where did you find the MOS source? 447
Other Calculators / Re: NSpire, or Prizm?« on: March 19, 2013, 07:32:43 pm »
MirageOS had a slowdown feature which worked for programs that didn't mess with the interrupts. It was [On]+[Graph] or [On]+[Y=] or one of those buttons. The ClassPad is a Casio calculator that's got a touch screen. I think a color screen version is also in the works.
448
TI Z80 / Re: Pokemon Topaze (Axe)« on: March 19, 2013, 08:24:04 am »
Basically, your tilemap instead of holding sprite numbers will point to data about the tile. The data will include a sprite number but can also hold other things, like that action byte, a pointer to a text label, etc.
449
TI Z80 / Re: Pokemon Topaze (Axe)« on: March 18, 2013, 10:41:10 am »
The French abbreviation of kilo-octet, aka kilobyte.
450
Ah i misunderstood how it works, so the ind1/2 instructions don't update the indirection counter! That makes more sense. So ind1 is essentially:
ld hl,indCounter \ scf \ rr (hl) ...and ind2: or a \ rr (hl) \ scf \ rr (hl) ...where you just rotate a byte in. You're not setting that specific bit but rather rotating it into that position. |
|