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Messages - jnesselr

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1651
Computer Programming / Re: Mac Users/programmers and static/dynamic
« on: December 09, 2010, 10:07:54 pm »
I've had no experience with macs, but did you try removing the -static flag?
See, I'm trying to figure that out, but for the life of me, I can't find the option that removes it! I figured out how to add the -dynamic tag, but not remove the -static one. I need the -dynamic tag.

1652
Art / Re: My Website Calculator Page Icon
« on: December 09, 2010, 08:06:20 pm »
Will you make the color scheme similar to the calculator LCD colors?

No idea, probably gray website, a darker website :S
Make sure it flickers accurately. ;-) I know a lot of sites that you go from google (white background) to a black background, and it hurts my eyes. But yeah, good luck with the site. I can help with .css a little.

1653
Computer Programming / Mac Users/programmers and static/dynamic
« on: December 09, 2010, 07:48:17 pm »
So, I'm trying to compile IOUSBFamily-343.4.3.  It's difficult. I've almost got it, but it gives me this message that says that it can't be both -dynamic and -static. I don't have a clue what that means, but I know it needs to be dynamic.

So, I'm wondering how many xcode/mac users there are, and if anyone can help me with this?

No, I can't post code. It's the driver for USB on macs. It's available at opensource.apple.com.

Also, if you are an apple-hater, don't hate on me. ;-)

EDIT: For the record, the reason I'm doing this is because I'm adding data-logging to the usb device. If you know of a mac usb logger that is free, please tell me.

1654
Computer Programming / Re: How to create an 8xp compiler using VB 2010?
« on: December 09, 2010, 05:37:25 pm »
Aichi: Do you have a hex editor? There are a bunch of free ones, and then you could really see what's going wrong.
Whoops, sorry, fixed ^ Thanks DJ.

1655
KnightOS / Re: KnightOS
« on: December 09, 2010, 05:36:12 pm »
graphmastur, I did read your entire post :P
oh, okay. I just thought that you meant that you were worried your system was going to get destroyed. It's fine, either way.  Well, 23 days till KOS...

1656
Axe / Re: The Complete Guide to Effective Axe
« on: December 09, 2010, 07:48:28 am »
No, TI-PronView is still alive and strong.  I've almost got grayscale videos working.
Also, the current rumor is that I don't sleep.  Which is almost true.
Err... I thought that was already done. Here, let me go grab it off the SVNI love this size 1 font.  Actually, DJ, now that you mention it, there could be a real problem with that. I wonder if the prizm supports video. If it does, then I'm probably going to get one and port youtube to the calc. ;-)

For the record, we might want to switch the o and r so that we aren't blocked as a bad site by schools and such.  Also, if you read this, I want you to reply "haberdasher" as the first thing you say when you reply. I'm seeing how much people pay attention to the REALLY small details.  Also, I was kidding about the size SVN, just so you know.

1657
Axe / Re: filling subroutine
« on: December 09, 2010, 07:42:03 am »
I'm sure he is busy with KOS and such. The only algorithm I know is that recursive fill program that he used. To prevent that wonderful stack overflow, what you could do is essentially find the points that haven't been filled in, and go back and do the algorithm on those.  The only problem is how you would find which places still need to be filled in. I guess you could go through the stack, and delete (set to FF or something) the points that have pixels in the 4 directions (left, right, up, and down) and have their pixel filled in.  Then "collapse" the stack by going through and basically skipping over any FF data and moving the other points down.  So, if Data A is at location 1, B at location 2, and C at location 3. B is deleted, so when "collapsing", go through and copy C into B, and turn C into FF.

Basically, this clears the stack up. If it's really complicated, then not many of your points are going to get cleared, and it's going to loop forever because it can't delete anything on the stack, nor can it draw any more points. The main problem with this algorithm, though, are two-fold.

1) I haven't tested it completely. I made something like it, but I'm not sure if it was that part of the algorithm that worked.
2) Considering you are doing sub( a lot, you basically have to delete both the point and pointer off of the stack. It's quite complicated.

Not sure what else to do, though.

1658
Art / Re: My Website Calculator Page Icon
« on: December 09, 2010, 07:24:51 am »
It does look nice.  I especially like that it would look if TI's screens where color screens.

1659
TI Z80 / Re: Axe Raycaster
« on: December 09, 2010, 07:22:57 am »
That .gif file almost crashed my browser. (It doesn't handle huge .gifs well, and at 1678 frames, well, it's kinda huge) Otherwise, though, I think that's one of the best 3d engines I've ever seen. I can never seem to do 3d from a first person view. Only looking at a model or something.

1660
TI Z80 / Re: Dual Falldown by yunhua98
« on: December 09, 2010, 07:16:30 am »
This is one of those perfect projects for linking.

EDIT: What about a "force-field" mode, where the two balls can't get near each other. Maybe like a 5px force-field so that they have to be 10px apart?

1661
tiDE / Re: tiDE Feature Requests
« on: December 09, 2010, 07:09:35 am »
Slower? O.O

But will there at least be some much faster routines that will be practical in game dev like sprites or will it be like Bitmap in Axe? If it's too slow, maybe people will just continue writing their own routines. :(

You mention that SMC will make them faster the second time they run, though. Could you elaborate more on this?
IIRC, each program is designed to work starting at $0000, or the very first memory location, and all subsequent data is based off of this instead of $9D95 like in TIOS.  So, what Sir is doing, is finding the offset when the program is first run, and changing all the addresses to suite.  That's why it's slower the first time, but much faster other times.

What I want to know, though, is how SirCmpwn managed to do multithreading with l_calls that do SMC.

1662
Computer Programming / Re: How to create an 8xp compiler using VB 2010?
« on: December 09, 2010, 07:05:46 am »
Aichi: Do you have a hex editor? There are a bunch of free ones, and then you could really see what's going wrong.

1663
Axe / Re: [Help needed] 3-4 byte numbers
« on: December 09, 2010, 07:04:09 am »
Yeah, I know Newton's method is slow to converge, but I figured with 3-4 byte numbers that it wouldn't be that bad. I don't know of any algorithms for square roots of BCD numbers, though.

1664
KnightOS / Re: KnightOS
« on: December 09, 2010, 07:00:42 am »
Graphmastur, don't worry, I have backups galore.
The file format for executables is .kxe, although you can always put a .8xp on your calculator.
Good, good, but I'm more worried about my system, than your project. Also, did you hit quote on my post? Those little dots aren't just little dots... (Okay, those are, but the ones in my previous post weren't)

1665
The Axe Parser Project / Re: On-calculator app signing
« on: December 08, 2010, 09:59:53 pm »
sort of on/off topic, but Axe apps get erased after 16 runs? That's (sort of) a pain...(but it gets fixed after they've been signed on-comp, right?)
Essentially, yes. In reality, it's more that they get erased after a "trial period". The signature, IIRC, is only checked when the os is being sent.

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