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Messages - dinosteven

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121
TI Z80 / Re: Axe Emulator
« on: October 31, 2012, 08:33:57 pm »
Do you have a list of supported commands? So far, none of my programs have worked...

122
TI Z80 / Re: Bounce
« on: October 31, 2012, 08:18:44 pm »
Optimized a few bytes.

123
General Calculator Help / Re: Limiting calc abilities?
« on: October 30, 2012, 11:28:29 pm »
Meh. She bought one.

124
General Calculator Help / Limiting calc abilities?
« on: October 30, 2012, 11:03:41 pm »
I ask this because my sister has to get a new, low leveled calculator for some math class she's taking; she can't use here 83+ 'cause it can graph! So what if there was a way to limit its functionality for a test?
Couldn't you just block every key except the numbers and the basic operators? Then it would be impossible to graph/use a program/use Solver etc.
Such a program would probably have to be in ASM and have some sort of password protected way of turning the block off... Could anyone do this?

Also, this is almost certainly in the wrong topic; :-\ I thought about putting it in the ASM or the Project Ideas topic but I wasn't sure...

125
Unfortunately, it's 3 elements long; I'm using the DCS mouse lib.
EDIT: I just realized... This is being checked after a click, in which case, element 3 is 1 - meaning that prod() will work!

126
Thanks.
But... Whoooh... After a quick optimization from
If not(stuffa) and not(stuffb
to
If not(stuffa or stuffb
In prgmA... My way is a 41 byte prgm; the classic way is 47 bytes...
It actually wasn't an optimization failure!

127
TI-BASIC / Optimization failure led to me not understanding my own code
« on: October 29, 2012, 12:44:08 am »
A few months ago, I was making a program that made use of a mouse interface. I had thought that I had come up with some uber awesome optimization, but the code I came up with used more memory than if I had done it the standard way. *facepalm
I never changed it back, and now, months later, I can't understand it.
Basically, it checks the abs() of the distance the mouse is from the center of the button. Rather than a simple
If X<max and X>min and Y<max and Y>min
I came up with this:
Code: [Select]
If not(iPart((46-L₁(1))/19)) and not(iPart(43-L₁(2))/12*sigh
Can someone please fix this mess?

128
TI-BASIC / Re: Getting a program to unarchive another and then run it?
« on: October 28, 2012, 10:53:13 pm »
Code: [Select]
PRGMA:
Asm(prgmARCHIVE
unarchive prgmFAKE
prgmFAKE
archive prgmFAKE
Asm(prgmARCHIVE

129
TI-BASIC / Re: Getting a program to unarchive another and then run it?
« on: October 28, 2012, 07:55:05 pm »
Test timings:
Garbage Collect 1: 0.98s
Garbage Collect 2: 0.38s
Garbage Collect 3: 0.43s  // so without anything to get rid of, it takes ~0.4s
Garbage Collect 4: 0.92s  // after running and exiting an archived 2068 byte BASIC program
Garbage Collect 5: 0.37s // back to ~0.4s
Garbage Collect 6: 0.81s //after running and exiting archived 3141 byte JUMP by ztrumpet
Garbage Collect 7: 0.44s // back to ~0.4s
Garbage Collect 8: 18.79s // After running and saving a game in 8063 byte Allecto, which does change

So:
I was felling quite suspicious that it didn't do that after the first 6 Garbage Collects, but after testing Allecto, I'm not sure.
Maybe DCS does do that and I was being paranoid with my human timings or maybe DCS doesn't and it just takes 21 times as long to garbage collect 8063 bytes than it does to garbage collect 2000 bytes... idk and I don't want wear out more of my flash ROM. lol I've been so cautious about that; I think I've only Unarchived/Archived something ~30 times since I got my calc.

edit: Someone should ask Kerm
edit2: Thanks, Deep. I can now keep my DCS games archived!

130
TI-BASIC / Re: Getting a program to unarchive another and then run it?
« on: October 28, 2012, 06:56:38 pm »
Yeah, me too. I personally use Xeda's TPROG and everything I have is permanently archived once I finish developing them except for my DoorsCS games (because it unarchive/archives them anyways). I wish there was a shell that had the option to not allow program writeback, (or have it do so only if you do something after exiting,) supported everything, and had a homerun feature... But no, everything that's out there is lacking at least one of those things...

Anyways, the program I posted toggles the ability to unarchive AND archive. You can just do
Code: [Select]
archive prgmFAKE
Asm(prgmARCHIVE
after running it. I think it's best to toggle it off after using it; it might mess up your calc if it's active outside a program.

131
TI-BASIC / Re: Getting a program to unarchive another and then run it?
« on: October 28, 2012, 04:38:38 pm »
You can't unarchive/archive prgms with TI BASIC, sorry. Here's some ASM you can use, though :)
Code: [Select]
PRGMARCHIVE:
:AsmPrgm
:21F8893E02AE77C9
An ASM program that toggles the ability to archive programs. With this subprogram, do this:
Code: [Select]
PRGMA:
Asm(prgmARCHIVE
unarchive prgmFAKE
prgmFAKE
archive prgmFAKE
Asm(prgmARCHIVE

132
Axe / Re: Grayscale Problems
« on: October 26, 2012, 08:32:36 pm »
Also, Hayleia, where did you get that font? I looks awesome; I want it!

EDIT: I suppose this isn't really worth a new post, so it's an edit:
Thanks for the font link. This inspired me to get zStart working again (it used to always crash) and it doesn't crash now!

133
Axe / Re: Grayscale Problems
« on: October 26, 2012, 07:02:05 pm »
Thank you. So. Very. Much. It works!

134
Axe / Re: Grayscale Problems
« on: October 26, 2012, 08:14:17 am »
It's in a game I'm making. Here's the code with a dispgraph
Code: [Select]
:375->T
:Repeat T=0
:T--
:RectI(76,12,8,50)^r
:Rect(76,62-(T*2/15),8,T*2/15)^r
:DispGraph^rr
:End
Yeah, forgot the DispGraph^rr. But that's essentially what the problem code in the game is.
I'm too lazy to make a new .gif, so here's an old one I made showcasing the menu. You can see the residue pretty easily. Also attached my source for the game.

135
TI Z80 / Re: Bounce
« on: October 25, 2012, 09:52:04 pm »
Allright, it's been a while, but now there's some updates.
Slowmo has a meter now
Buttons [Window] [Zoom] [Trace] [Graph] now are buttons for menu selection. (Maybe, not sure if I implemented it before I uploaded.)
Mode to Pause, [2nd] to unpause (it saved memory to use that subprgm)
Again, not sure if it's in the update.
Things to do:
I think I can save a few bytes by reordering code.
Path prediction
fixing the glitches
level editor?

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