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Messages - chickendude

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526
TI Z80 / Re: Simulated Keypresses
« on: January 31, 2013, 12:22:59 pm »
That's really cool, Xeda.  On-calc tutorials would be neat :)

527
Other Calculators / Re: Black edition of NSpire CM-C CAS
« on: January 20, 2013, 05:08:11 am »
Where did you see that it has less memory? On the page it says 128MB flash and 32MB RAM (is that less than a CX?).

528
The kid's name is imath?! Really? Haha! Also, those are high school students?  :o

I found a list of the finalists here:
http://education.ti.com/educationportal/framework/print/print.jsp?pageId=/sites/CHINA/nonProductMulti/2012_summer_creative_math_contest.html&bid=4

I tried looking for more information about imath's school (四川成铁中学), all i could find is that someone from that school apparently hanged themself in the bathroom last year... Does "imath" really exist?

It's a cool competition, but way above my head :D

529
News / Re: Lots of new TI-84 Plus C related images!
« on: January 20, 2013, 04:19:25 am »
For programs that use ion routines and don't do any direct LCD work you might be able to write a shell that replaces ionFastCopy and perhaps the sprite routines to work with the 84+CSE. I guess it also depends on the gbuf (which likely won't exist anymore, at least not as a block in RAM) and saferam locations.

530
TI Z80 / Re: Slova -- A language-learning game
« on: January 06, 2013, 03:55:34 pm »
When will we get to test this out? :)

531
TI Z80 / Re: FileSyst
« on: January 06, 2013, 03:52:49 pm »
It's probably TilEm (2). You can pick several sizes as well as the colors to use. The default color is that bright white (and a rather large resolution).

532
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: January 06, 2013, 03:21:43 pm »
There's different ways to go about this, the easiest way is to simply redraw the map every frame. However, if that's not how your tilemap works, you can check the enemy/player's x/y alignment in the map then load/overwrite either 1, 2, or 4 tiles (starting with the tile at the enemy's top-left) depending on the enemy's alignment before redrawing the enemy. If your maps aren't aligned, it might be easier to make a copy of what's underneath before you draw the tile rather than pulling from the map, that way you don't have to worry about drawing unaligned sprites.

I also don't really see the difference between pre/post-move events. If you touch a door, you know that you'll be entering a house. If you want to wait until you leave that tile before you trigger the event, you can just set the trigger on the tile behind it. Collecting an item is also triggered by touching it (or pressing a button). I'd be interested to know what you've got in mind/what differences there are between the two.

533
Introduce Yourself! / Re: Dzień dobry
« on: November 23, 2012, 03:34:10 am »
How long did it take you to reach that level, though? You could do the same in ASM using a premade tilemap engine (like Jim e's) and making maps with CalcGS. Also, a 15-hour basic RPG would likely need less content to fill it up because the general speed is slower (and there is less spriting work). Most of the work isn't the coding, it's the data, sprites, maps, storyline, etc. And being able to do something quickly doesn't mean it's easy, likewise taking a while to do doesn't make something difficult ;) But that's neither here nor there, i just wanted to add another fun programming option :)

(EDIT: Not an attack against anyone, but i would really appreciate it if people used non-gender ways of referring to me... "They" or some other pronoun: "zie", "zir", etc. It feels so weird to see "he"...)

534
Other Calculators / Re: Nspire Color prototype sold in China
« on: November 22, 2012, 01:46:48 pm »
And zhengran14 is just a junior high school student in shanghai.
Ah ok, they seem to know quite a bit (talking about WabbitEmu, Axe, etc.)

Who buys it? ;)
That's up to northern_snow ;) I don't need it but it's definitely tempting.

535
Axe / Re: Jumping
« on: November 22, 2012, 09:31:39 am »
What i do is set an initial velocity for jumps and add gravity to that. That will give you a nice arc, but the problem is you'll always jump the same height. So i also subtract a certain amount from the velocity (remember, jumping has a negative velocity ;)) each frame until velocity either reaches zero/is positive or the player releases the jump button. That way you can hold the jump button to jump higher or release it for a lower jump.

EDIT: I also generally limit the max velocity to 8 pixels so that the player will never jump through a tile.

536
Other Calculators / Re: Calc prices on TI website... something wrong?
« on: November 22, 2012, 09:15:16 am »
I just ordered a touchpad for 500元, shipping included :D About the same price as the 84+ (which turned out to be an SE) i ordered :P

537
Other Calculators / Re: Calc prices on TI website... something wrong?
« on: November 22, 2012, 02:35:21 am »
My new PRIZM was 800 yuan. Also, i got sold an 84+SE in an 84+ case for under 500 yuan :D Where can you get an NSpire for 250 yuan? I might just have to pick one (or two) up...

538
General Calculator Help / Re: Wabbitemu Reaction to Keypresses
« on: November 22, 2012, 02:24:57 am »
I'd talk to Buckeye about it.

539
Other Calculators / Re: Nspire Color prototype sold in China
« on: November 21, 2012, 01:11:46 pm »
I'd be interested in it, too, if you decided you didnt want it and there were some way to program it (in assembly). Northern_snow: where did you get 350元 from? It looks like it's 450元.

I didn't know there were any Chinese calculator forums :D

EDIT: Btw, who's zhengran14? Is it someone from here?

540
ASM / Re: RAM required for Jim E's fast tilemapper
« on: November 21, 2012, 01:15:30 am »
That's exactly what i do, too :) I rotate the screen in my fastcopy routine, so my main mapper is really small/simple since it's always drawing aligned tiles. It makes layers pretty easy, but i guess parallax scrolling isn't really possible with my mapper.

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