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.
Messages - Munchor
Pages: 1 ... 89 90 [91] 92 93 ... 424
1351
« on: May 26, 2011, 11:43:15 am »
I haven't tried this nor will since I don't use OS 3. Nevertheless, I'm really surprised to see TI making a sort of SDK for developers for the Nspire! I really hope this means a change in TI's routine (LOCK'EM NOW).
1352
« on: May 26, 2011, 11:42:26 am »
It seems like this SDK really did came, I'm astonished at TI being good rumors coming true.
1353
« on: May 26, 2011, 11:42:04 am »
I used a zStart screenshot in my avatar, so thepenguin77 still receives homage.
xD That avatar is funny ;P
1354
« on: May 26, 2011, 11:41:20 am »
First time I saw the screenshots and the thread (besides calc84maniac's avatars) and this is so awesome. I understand you're not working on this anymore, but I imagine this was very hard work, great!
1355
« on: May 26, 2011, 11:37:49 am »
If you want to try and hack the CX go ahead and buy a CX, it's quite cool if some people start hacking it already The PRIZM is a good choice if you want to start developing in C or Asm right away, though.
1356
« on: May 26, 2011, 09:49:20 am »
Sorry to hear. Is it because it doesn't work or is it due to not making the gameplay good? Sometimes physics can make some game extremly hard.
Yeah it makes the game too hard, but it works
1357
« on: May 26, 2011, 09:48:13 am »
I just tried the first 7 or 8 levels and that thing is awesome, really awesome, would love it on calc.
1358
« on: May 26, 2011, 09:18:29 am »
Supposed to be released by the end of this Month (somewhen during the next week).
And yes Ubuntu 11 is quite buggy.
EDIT: IT WSA JUST RELEASED!
1359
« on: May 26, 2011, 08:58:51 am »
Aichi, I've been following the progress of both these utilities, and I have to say they're awesome, yet again
1360
« on: May 26, 2011, 02:59:29 am »
I tried adding acceleration to this, and here's my code: .COPTER
[1F04CEB7C7310E1F->Pic1 [0E04CEB7C7310E1F->Pic2 Lbl 1 Fix 5 DiagnosticOff
Lbl 0 ClrDraw 0->X->S->A->B 5632->Y 100->R
Repeat getKey(15)
.If (X=88) or (X=89) or (Y=62) or (Y=63) or (Y=65532) or (Y=65531) or (pxl-Test(X-1,Y+2)) or (pxl-Test(X-1,Y+3)) or (pxl-Test(X-1,Y+4)) or (pxl-Test(X,Y+4)) or (pxl-Test(X,Y+5)) or (pxl-Test(X+1,Y+1)) or (pxl-Test(X+1,Y+6)) or (pxl-Test(X+2,Y)) or (pxl-Test(X+2,Y+7)) or (pxl-Test(X+3,Y+8)) or (pxl-Test(X+4,Y-1)) or (pxl-Test(X+4,Y+8)) or (pxl-Test(X+5,Y)) or (pxl-Test(X+5,Y+8)) or (pxl-Test(X+6,Y)) or (pxl-Test(X+6,Y+8)) or (pxl-Test(X+7,Y+8)) or (pxl-Test(X+8,Y+3)) or (pxl-Test(X+8,Y+4)) or (pxl-Test(X+8,Y+5)) or (pxl-Test(X+8,Y+7)) . sub(GO . Goto 0 .End
.MOVEMENTS If getKey(4) and (Y>1) B-10->B End If getKey(2) A-8->A End If getKey(3) A+8->A End If getKey(1) B+2->B End
If rand^80=1 R-1->R End
If rand^R=1 and (S>30) rand^45+10->Z ref(88,Z,7,15 End
Fix 3 Text(0,0,S>Dec Fix 2
.SCORE S+1->S
.GRAVITY B+2->B
.ANIMATION !If S^10 Pic1->O Else Pic2->O End
Horizontal - Horizontal - Horizontal -
ref(92,0,3,64 rref(92,rand^5+8,3,rand^5+50
X+A->X Y+B->Y
Pt-On(X/256,Y/256,O)^^r DispGraph^^r ClrDraw^^r
End Goto 0
Lbl GO Fix 1 Text(20,28,"GAME OVER Fix 0 Repeat getKey DispGraph End Pause 3000 Return
It doesn't look so well You can download the source here.
1361
« on: May 25, 2011, 05:26:27 pm »
This is so awesome, awesome awesome Aichi, very well =D
1362
« on: May 25, 2011, 05:25:57 pm »
Good to hear
Also, make sure 1% speed is really 1%, lol. I remember in Wabbit it said 1%, but in fact when in busy mode it was like 5, so when capturing, it speed up the gif by 100x because it thought it was really 1%, so as a result, animated GIFs ran like 4 times faster than the actual game
What about 666%? Runs, will there be a Max Speed Your Computer Can Handle like in Wabbitemu and wxwabbitemu?
1363
« on: May 25, 2011, 05:25:06 pm »
Its direct to machine code. Although sometimes, its slightly indirect with placeholders that get filled in later, but usually its direct. And its not a stupid question, most computer compilers actually DO do that. I would have in Axe too if there was enough memory, but unfortunately there isn't.
That's actually great news. Thus the compiling is much faster, I guess.
1364
« on: May 25, 2011, 05:19:21 pm »
GNOME 2 please Either way, it's good enough to be GNOME, nice job Eeems
1365
« on: May 25, 2011, 05:11:51 pm »
I was wondering, @Quigibo, if after the parser reading the text it will convert it to mnemonics or hex, or maybe this is a stupid question, but I'm pretty sure you have like for "ClrDraw" you have like EF7450.
So I was wondering, do you convert stuff directly to hex or do you have an assembler inside Axe?
Pages: 1 ... 89 90 [91] 92 93 ... 424
|