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Messages - dinhotheone

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181
Math and Science / math hw...need help
« on: September 13, 2007, 02:33:00 pm »
i was doing my AP physics hw and i ran across a problem where you have to do projectile motion and figure out two angles whoch you can shoot water out of a hose and still get it in a bucket. it seemed not to hard until i simplified it to this:

sin(-54125+)cos(-54125+) = .21
(-54125+) = theta btw

to clarify: sin(theta)*cos(theta) = .21

now i know how to do this on the calc but i was wondering if anyone knew how i would go about getting the answer analytically.using inverses just seems like a bad idea and this is the one problem that has stumped me tonight/ this year so far. any math wiz's would be nice if they could help. usually i am good at math but i cant seem to figure this out. hmm i wonder if mathematica could help....anyway any help would be appreciated.

edit: no on that about mathematica

182
Other Calculators / oops...
« on: September 13, 2007, 08:28:00 am »
okay i get it now. i had thought that the program merely assembles a higher level language (asm) into an executable hex code or something. but it seems that your saying the otbp assembler holds an entire IDE (is that the word) so you can actually code on calc.

183
TI Z80 / Metroid Pi 2
« on: September 12, 2007, 02:43:00 pm »
whats dual layer ascii?? how can you  have 2 layers on a game that uses the homescreen?

184
TI-BASIC / GAME: Optimize this! (83+BASIC)
« on: September 12, 2007, 02:40:00 pm »
i think he was actually just tryng to help other people optimize it by making it more readable.  

185
Other Calculators / oops...
« on: September 12, 2007, 02:28:00 pm »
it seems like the assembler just assembles what is already written, i was wondering how you write the stuff in asm. like i know the commands look way different

186
Other Calculators / oops...
« on: September 12, 2007, 12:23:00 pm »
i have a question, i dont know alot about assembly but it seems like it'd be tough to code on calc. how do you do the actual coding if the commands are different from basic?

187
TI Z80 / Castlevania
« on: September 11, 2007, 07:53:00 am »
i think the readme is backward in my game second jumps and alpha actions, not the other way around

188
TI Z80 / Castlevania
« on: September 10, 2007, 02:29:00 pm »
i removed a bunch of stuff and grouped the rest and now it works, cool game but i find it tough. also is the aux weapon there in the beggining, because i cant use it (do you get it later)

189
TI Z80 / Castlevania
« on: September 10, 2007, 11:15:00 am »
ill see what i can do in the way of playing this game, but it looks like a bit big... i have a bunch of trouble playing gemeni, i think this will be way worse. i think that if you split it up that i will surely play it though because castlevania is the shiz. anyway, ill see what i can do.

190
TI-BASIC / GAME: Optimize this! (83+BASIC)
« on: September 03, 2007, 08:44:00 am »
QuoteBegin-Weregoose+3 Sep, 2007, 3:02-->
QUOTE (Weregoose @ 3 Sep, 2007, 3:02)
In that case, you can change...
c1-->
CODE
ec1If θ=15 and LA(1
?A→L1
If θ=32 and LB(1
?B→L1
If θ=49 and LC(1
?C→L1c2
ec2
Into...
c1
-->
CODE
ec1For(X,1,3
expr("?"+sub("ABC",X,1
If θ=17X-2 and Ans(1
Ans→L1
Endc2
ec2
In order to save six bytes.  

 WHOA! i didnt know you could do that! could you also declare lists like that? i must test this!


191
TI Z80 / The Lord of the Rings for 83+
« on: September 03, 2007, 08:36:00 am »
very cool, this game looks like its shaping up to be quite the rpg. good luck with that and your astroscience.

192
TI-BASIC / New Tricks For Pure Basic Coders.
« on: August 11, 2007, 03:59:00 am »
wow, thats pretty nasty, the only annoying part is that it might be a pain to break outa that while. i guess you could just do while condition and g, and then change g for it to work like a true if then

193
TI Z80 / PugLib
« on: July 26, 2007, 04:35:00 am »
oh...thats wierd, i figured i'd just be turning on a flag with the one, i'll test it in a bit, i have to goto the gym in like 15 minutes

194
News / Missing Omnimaga staff info and programs readded
« on: July 25, 2007, 03:07:00 pm »
411 Y0UR 84SE 4R3 8310NG 2 U5

take that superspeler and let it be a lesson to you all to not lose your calcs.

195
TI Z80 / PugLib
« on: July 25, 2007, 02:54:00 pm »
umm im not sure which one because i tried circle(20,-20,15,1 and it didnt work so i couldnt test it...i will if you could tell me what my problem is. also my program does a bunch of sstuff that circle doesnt do, like it changes the screen so that its in the 1 increment zoom mode (i duno what you all call it but its the mode where pt(x)=pxl(x) and pxl(y) = pt(-54125+y)) but i could take all that out if i were actually gona use it. also i can easily modify 4 lines of code to say ptoff so i can draw white circles. i havent tested it again but i ouptimized it a tad and lost 1 line of code and shortened 2 others so now i bet its a bit faster.

ps can puglib draw negative circles?

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