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Messages - jnesselr

Pages: 1 ... 138 139 [140] 141 142 ... 165
2086
News / Re: Axe update
« on: September 28, 2010, 05:12:18 pm »
Oh yes, I think you are correct. I was thinking 7 to 0 to -7 made 15, so that was correct. But yes, It is -8 to 7 I think.

2087
News / Re: Axe update
« on: September 28, 2010, 01:17:54 pm »
-7 to 7 signed and 0 to 15 unsigned. Can't wait for 1.0.0. Good luck quigibo.

2088
TI Z80 / Re: TAO: Unleashed (Progress)
« on: September 28, 2010, 01:13:19 pm »
Hmm? Interestingly enough, that's why I'm planning EVERYTHING before coding. I've programmed enough in asm to be able to do this. The only reason that I can, is because I know how to handle this fun large project. I thank you for your concern, though.

2089
TI Z80 / Re: TAO: Unleashed (Progress)
« on: September 28, 2010, 12:57:52 pm »
congrats raylin!

@DJ
Thanks. I am already learning asm again.

2090
TI Z80 / Re: TAO: Unleashed (Progress)
« on: September 28, 2010, 09:41:50 am »
So, there's absolutely no way for you to move your data around?
Only the one appvar for semi-permanent user data. Everything else must be constant. For the record, I've found out about multpage apps, and think I can program one.

2091
TI Z80 / Re: TAO: Unleashed (Progress)
« on: September 28, 2010, 06:19:24 am »
Well. It's not entirely a turn based rpg either. There is more than just the battle engine.  They have to be at constant addreses, because of the way they are accessed with the massive ammount of lookup tables. For the appvar with user data I'm storing all the individual pointers to it to L1 at known locations in L1. You could find all the appvars, and store pointers in L1, but you would have to refind it each time. Besides, after the Start, they could no longer move, unless I refound it again, dealt with differences between the two start addresses, and find the offset again.

2092
TI Z80 / Re: TAO: Unleashed (Progress)
« on: September 27, 2010, 11:21:21 pm »
True, but the point about them needing to be at known addresses is final and unchanging. It cannot be changed because it would sacrifice time and speed. I'm not being narrow minded about it. I had already thought of it and decided it couldn't work. 24 programs sounds like a lot for an rpg, but not insanely bad either.

2093
Axe / Re: Finding / listing programs
« on: September 27, 2010, 08:33:29 pm »
How exactly is this done?

2094
TI Z80 / Re: TAO: Unleashed (Progress)
« on: September 27, 2010, 08:31:16 pm »
Maybe, but it would have to be archived/unarchived, plus it would not be aligned. To the byte I need it to be.  It needs to be aligned to a constant byte whatever it is, and that cannot change.  Its actually to limit the amount of space I do.  Also, Each text is going to be null terminated, and start with the id of who is saying what.  Plus, there is so much explaining and such.  Once I get the entire story outlined, and finish the map and text engines along with the Scene engine, I can actually start planning the exact dialog and such, and get a better estimate. If it is in ASM, I will release the source code, along with a bunch of comments. (The comments mainly being for me) This is to study of what NOT to do. ;-)

Besides, 4 app pages worth in appvars? Seriously? Not really a good idea IMHO.

2095
TI Z80 / Re: TAO: Unleashed (Progress)
« on: September 27, 2010, 06:24:33 pm »
Of course I'm not ditching axe.  Quigibo would just have to add support for 1 program page and 3 data pages.  eg. Not gonna happen.  I did a bit of math today, and basically, all enemies go on one page, along with most attack data. All names for enemies/characters/items/attacks goes on another page with all the text they say and scene data (Maybe. Scene data might go on the last page which is...).  And the last page is for sprite data and possibly scene data.  And, all the other fun little misc stuff.  The reason I am organizing like this, is because just a single enemy type is 50 bytes long.  So yeah, did I mention this game is huge.

The wiki is just for my notes, and will have a "new" thread, but I will also post important updates here as well.  So. Anything you want to know about TAO now, since its mostly planned. (Just a few more engines to do specifics on.)

2096
TI Z80 / Re: TAO: Unleashed (Progress)
« on: September 27, 2010, 06:11:34 pm »
Fixed. And yes, it is kinda spammish, I suppose.  But the wiki site is not fully up yet.  The wiki is not set up yet, so that is actual progress.  The wiki will hold all my notes and data.  Also, this is probably going to become an ASM project now.  I'm also having trouble with the text engine design, but the battle engine is done.  (So much data to go through.  There are 50 bytes per type of enemy)

2097
Other Calc-Related Projects and Ideas / Re: I just had a crazy idea......
« on: September 27, 2010, 06:04:06 pm »
MD5 is not completely down and out. Besides, I would presume that the nspire might use SHA-1.  Just a theory considering the 1024 bit key.

And Because of the way hashes work, It would be easier to factor the RSA keys then trying to find a match.

2098
TI Z80 / [TAO] Official Peanut Bag
« on: September 27, 2010, 06:01:23 pm »
This is the official bag of peanuts for TAO. Simply copy and paste this code when you want to use it:
Code: [Select]
[url=http://tinyurl.com/taourl][img]http://tinyurl.com/taopeanuts[/img][/url]
To get this:


Since this is a promotional bag of peanuts, you can use them as long as you have the url link like given above^.  Thank you.

2099
Axe / Re: Weighted average in Axe
« on: September 26, 2010, 10:11:31 pm »
Yeah, except happybobjr's doesn't work well, because it uses so many other variables.
As for yours, I don't fully understand, quigibo. I don't really want a list. Can you give some code?

2100
Axe / Weighted average in Axe
« on: September 26, 2010, 09:55:46 pm »
Okay, so say I have 7 values that add up to 255. A, B, C, D, E, F, and G.  So, (A+B+C+D+E+F+G)=255.  How, in Axe, can I choose one of them, when their values are weighted toward the probability of choosing that one. Eg, if one of them is 0, then it has no chance of being picked, and if one is 255, then it is guaranteed to get picked.  Thats how they are weighted. So, is that understandable? I basically want this to be simple, in the axe programming language, and return the number from 0-7 of which number it should pick.

The easiest I thought would be to assume that they are all lined up, then find a random number between 0 and 255, and whichever "sector" it landed in, that was the attack.  The problem is, that I'm not quite sure how to do this, and not sure how good this would be.

So, please give advice.

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