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Messages - matthias1992

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346
Math and Science / Re: New RSA Algorithm discussion
« on: July 23, 2010, 05:49:45 pm »
Nah ignore my post, I took a entirely wrong aproach. It was asm btw. I am now studying Euclides algorithm. Shouldn't be too hard to write a asm/vb/c program for. I only have trouble with the last step of the RSA encryption/decryption. I dont understand mod(). Well hopefully someone can explain in layman's language. What I did in my program was just brute forcing every possibilty until a match was found. That match however wasn't encrypted at all. Sorry for the false excitiment. If you don't get my rough explanation of my program just leave it be, it didn't do the trick anyway. I really want to crack this code! :P

eternal fame awaits :D

edit:

If it was Basic i would have definetaly wanted to see *that* code ;D
Code: [Select]
Input "Secret Code:", A
Disp "Code cracked!", "isn't it:",A

somtimes things are really that easy :P

347
Math and Science / Re: New RSA Algorithm discussion
« on: July 23, 2010, 04:54:18 pm »
Either I am a genius or I entirely misunderstand the concept of factoring but I managed to yesterday crack a 32 bit key on my calculator under a second. I think I entirely misunderstand the whole RSA encryption technology :(

well if I am back home (where I have boinc) I'll usrely support the project.

348
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 22, 2010, 10:50:16 am »
Yea I'll have to damp my enthusiasm sometimes...:P
Altough I did think SADce wasn't that important atm because it is going to take somewhile before the first release. Well actually,whilst I am typing this I can see a good reason to have SADce completed soon, to make all the campaigns of course. Unfortunately I'll have to hand copy all the information I have so far so i'll surely take a look at it today.

1. Sadce
2. Xaos
3. Everything else (=42)

349
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 22, 2010, 10:20:08 am »
cool I love the shadows and find the way you implemented it in existing code quite astonishing!
In the meantime I have been tinkering ALOT about AI and here is what I've come up with so far. it doesn't give any code or pseudo code nor does it describe the "regular" Ai stuff like checking whether or not a construction site is valid and whether or not the unit can move here or there. It more or less (attempts to) describe(s) the thinking process involved in making the next decision. It just a basic draft so don't expect too much of it!

350
TI Z80 / Re: [Basic] SkyBox2D Homescreen Engine
« on: July 22, 2010, 08:54:36 am »
Yea, as I said it is more intended for people who are yet not confident enough in BASIC to do all this...
I Will eventually, if I have provided all the information, post the .8xp file. I just have tons of projects running in parallel...

Any updates will be added to the first post.

351
TI Z80 / [Basic] SkyBox2D Homescreen Engine
« on: July 21, 2010, 06:20:14 pm »
Well here is a complete suprise release. Sometimes when you have alot of free time (like now) and have some old unfinished projects laying around then sometimes you suddenly finish it.

The engine surely uses a very slow method (matrix based worlds) but I already figured a map compression technique that should ease the pain of the massive size of matrices (not implented in source below). Second, this engine was mostly intended to be used by the beginners in Basic who just want to create a game and not having to go through the process of creating collision detection, movement etc. So here it is! SkyBox2D V1.0!

Code: [Select]
prgmSKYBOX2D
ClrHome
1->L
"_NP[-]+I=*->Str0
prgmSBLEVELS
For(A,1,16
For(B,1,8
Output(B,A,sub(Str0,[A](B,A),1
End
End
2->X:2->Y
Lbl SB
0->K
While not(sum({24,25,26,34}=K
getKey->K
End
X->C:Y->D
X+(K=26)-(K=24->X
Y+(K=34)-(K=25->Y
If sum({4,5,6,7,8,9}=[A](Y,X  // every number in this list is a tile number that is collidable. The next and previous level tiles are non-collidable tiles and are thus left out of this list
Then
C->X:D->Y
End
Output(Y,X,"M
Output(Y-(K=34)+(K=25),X-(K=26)+(K=24),sub(Str0,([A](Y-(K=34)+(K=25),X-(K=26)+(K=24))),1
If [A](Y,X) = 2 or [A](Y,X)=3
Then
L+([A](Y,X)=2)-([A](Y,X)=3)
prgmSBLEVELS
For(A,1,16
For(B,1,8
Output(B,A,sub(Str0,[A](B,A),1
End
End
Goto SB

This code manages five things.
1. It draws the Map that is in [A].
2. It moves and displays the main character (the letter M in this example)
3. It does collision detection
4. It handles going to the next or previous level depending on the tile you step on (tile #2= next level, tile #3 = previous level)
5. It leaves no traces of moving the main characters around. It just copies the previous tile you were on to its original location.

Levels are set up as follows. Create a prgm called SBLEVELS (or name it otherwise in the source above) and insert the matrices. All matrices are 8x16 in size. Every element in the matrix represents a tile at that location. So [A](1,1) = 1 means that the tile pointed to by number 1 is drawn at position 1,1 on the homescreen.
L increments by one if you step on a next level tile and decrements by one if you step on a previous level tile, Therefor this could be level code:
Code: [Select]
If L=1
Then
If not(LDATA(L
Then
1->LDATA(L
Pause "You are in level 1 atm and I wont say it again!"
End
[[....
.....
...
....
]]->A
End
If L=2
Then
If not(LDATA(L
Then
1->LDATA(L
Pause "You are in level 2 atm. This message is only displayed once"
End
[[....
.....
...
....
]]->A
End

IMPORTANT this post is incomplete but I am running out of time and on the other hand couldn't keep my excitement about this engine. I promise to provide additional (required information) as soon as possible.

352
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 21, 2010, 04:25:19 pm »
Whether you'll implent shadows or not I'd surely make them optional so they can be turned on or off.

353
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 21, 2010, 04:08:41 pm »
I think It kinda depends on how serious you are taking shadows. If you just add them but not really care about them it should be quite easy, just add another 8x8 sprite that is drawn on the units current position with 'and' logic. If you really care about shadwos being accurate on the terrain you will need to add heightmaps which will take up more precious space. Altough I like the idea of shadows (and I am currently tinkering about a fast asm routine to do it) I think AI, pathfinding etc should have priority.

On a side note, I can't really work on SADce atm but I am quite curious about the AI in this game (is it it being developed already?)

354
The old effects you (p)refered
Are sprites and lines drawn at such pace
That the motion lie reveals

355
Axe / Re: Total noob question
« on: July 17, 2010, 07:43:06 am »

356
Axe / Re: Total noob question
« on: July 16, 2010, 07:07:55 pm »
Thanks i'll try that...well i get some sleep whether it works or not but it surely looks good! I ahve new hopes :P

357
Axe / Re: Total noob question
« on: July 16, 2010, 05:49:29 pm »
OK this are getting slightly out of hand here, this:
problem is still unsolved. thanks for the optimizations though. Let me try to explain it again. I have a list (GDB1) which contains numbers. Each number represents a tile. Now the first value in GDB1 is the first tile the second value the second tile etc. The thirteenth tile is not drawn because only twelve fit on the screen. The thirteenth tile is drawn when you press the <right> key, however the first tile is NOT drawn then (because all the tiles shifted left once. So basically the list contains the tiles and now I want to be able to scroll through the tiles by pressing left or right. By pressing right the tiles shift to the left once and by pressing left the tiles shift right once. This is what I am trying to accomplish and so far has failed epically :(.
is what it is SUPPOSED to do/what I want it to do.
and this is my source (which doesn't do what i want it to do):
Quote
Code: [Select]
.ATST
11->N
0->O
DiagnosticOff
ClrDraw
[0000000000000000]->Pic00
[FFFF03030303FFFF]
[FFFFC0C0C0C0FFFF]
[386CD6AAFED6D67C]
[FFFFE7C3C3E7FFFF]
[FFE7C38181C3E7FF]
Data(1,4,4,4,4,4,4,4,2,1,1,1,1,1,4,4,4,4,2,4,1,2,4,4,3,3,1,2)->GDB1 .[s]this is just random and the fact that it is, is irrelevant[/s] [i]not entirely random each number is a sprite but it is random in the sense that i choose the numbers randomly (within a range from 1-5)[/i]
repeat getKey(15)
N+getkey(3)-getKey(2)->N
O+getkey(3)-getKey(2)->O
ClrDraw
For(A,O,N)
pt-on(A*8,56,({GDB1+A}*8)+Pic00)
DispGraph
End

What I get is this. There is one sprite showing in the bottom right corner bu as soon as I press either left or right it fills up. Clearly all kinds of other sprites are drawn over it (this can be better seen if you make pt-on() into pt-change()). Now that is NOT what I want it to do but I can't find my problem, this is what I need help for.

358
Axe / Re: Total noob question
« on: July 16, 2010, 04:56:21 pm »
problem is still unsolved. thanks for the optimizations though. Let me try to explain it again. I have a list (GDB1) which contains numbers. Each number represents a tile. Now the first value in GDB1 is the first tile the second value the second tile etc. The thirteenth tile is not drawn because only twelve fit on the screen. The thirteenth tile is drawn when you press the <right> key, however the first tile is NOT drawn then (because all the tiles shifted left once. So basically the list contains the tiles and now I want to be able to scroll through the tiles by pressing left or right. By pressing right the tiles shift to the left once and by pressing left the tiles shift right once. This is what I am trying to accomplish and so far has failed epically :(.

359
Axe / Re: Total noob question
« on: July 16, 2010, 12:44:51 pm »
question no3!
Code: [Select]
.ATST
11->N
0->O
DiagnosticOff
ClrDraw
[0000000000000000]->Pic00
[FFFF03030303FFFF]
[FFFFC0C0C0C0FFFF]
[386CD6AAFED6D67C]
[FFFFE7C3C3E7FFFF]
[FFE7C38181C3E7FF]
Data(1,4,4,4,4,4,4,4,2,1,1,1,1,1,4,4,4,4,2,4,1,2,4,4,3,3,1,2)->GDB1 .this is just random and the fact that it is, is irrelevant
repeat getKey(15)
N+(getkey(3))->N
O+(getkey(3))->O
N-(getkey(2))->N
O-(getkey(2))->O
ClrDraw
For(A,O,N)
pt-on((A*8),56,((({GDB1}+A)*8)+Pic00))
DispGraph
End

Now this doesn't work. I get strange and random sprites whenever I move too far to the left or right. It is supposed to do this:

Iterate 12 times through GDB1.
If the element is 1 then draw the 8x8 sprite 8 bytes after pic00
If the element is 2 then draw the 8x8 sprite 16 bytes after pic00
If the element is 3 then draw the 8x8 sprite 24 bytes after pic00
etc.
If the right key is pressed then look up the values in GDB1 corresponding to the new X coordinate (e.g. when you start the program it shows the sprites that are reffered to by the data in GDB1 from 0 to 11, if you go right once then you have to look at 1-12, one more time to the right is 2-13 etc until the end of the list. So actually you move trough the list and the display is updated accordingly)
If the left key is pressed do the inverse of the right key si pressed action
If the clear key is pressed stop else go to the beggining.

Now this is not what it does. on a side note I don't think I need pic00 and I yet have to include the feature that stops you from "stepping" outside the list (GDB1) by pressing left or right too often but I can't seem to get the "Length()" command to work...

O yes, this is for my Axe contest entry so I am not sure to what extend you may help me..(but if I don't get help there won't be a entry :P)

Tyvm

360
News / Re: Nspire 2.1 out, don't install it!
« on: July 15, 2010, 06:43:21 pm »
It's past midnight here so I don;t have much time but perhaps sending this to the Electronic Frontier or something like that will help?

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