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Messages - meishe91
Pages: 1 ... 80 81 [82] 83 84 ... 207
1216
« on: September 14, 2010, 09:35:33 pm »
Ah ok. I just wasn't sure if it was Axe or assembly in general. It's a weird little glitch though I'm assuming Quigibo hasn't found a way to fix it yet then? Besides the ClrHome/DiagnosticOff thing.
1217
« on: September 14, 2010, 09:06:30 pm »
Oh ok. My mistake. I couldn't remember which it was. Just remember seeing it somewhere Well good luck on development.
1218
« on: September 14, 2010, 08:27:25 pm »
The GameBoy emulator for the 83+SE/84+(SE) will not work on the Nspire, no matter what (I believe). Doesn't matter if you have the keyboard in or not. The only GameBoy emulator that will work is the GameBoy Color one that you need Ndless to run. I do not own a Nspire so I can't completely attest to this. But that's based off of what I have just understood. Sorry if I'm wrong.
Most other games/programs for the 84+ do work though, I believe. Again, sorry if I'm wrong.
1219
« on: September 14, 2010, 08:22:41 pm »
{1020902,5020507,1070907→L1 For(A,1,dim(Ans Line(iPart(E2fPart(L1(A)/E8)),-iPart(E2fPart(L1(A)/E6)),iPart(E2fPart(L1(A)/E4)),-iPart(E2fPart(L1(A)/E2 End Note: Each "E" in that code is the scientific notation E.
"010209020502050701070907→Str1 For(A,1,length(Str1)-7,8 Line(expr(sub(Str1,A,2)),-expr(sub(Str1,A+2,2)),expr(sub(Str1,A+4,2)),-expr(sub(Str1,A+6,2 End There might be optimizations that can be made, I just threw those together real fast to demonstrate the methods.
Note: The list method is 108 bytes while the sting is 114 bytes. BUT, the string is 35 bytes while the sting is 39 bytes.
Thanks, that makes sense to me (I think). Also, I think you lost the game, Builderboy. (and if you didn't, you did now. )
No problem. Like I said you can put two more coordinates per element if you want. You just need to do a little tweaking to the program.
1220
« on: September 14, 2010, 08:02:55 pm »
Ok, so I have no idea where this really belongs since I don't know if it is Axe doing it, just from assembly, or something else. But this has been bugging me for a bit and just haven't gotten around to asking until right now. For the sake of this I'm just gonna suggest using the little program nemo wrote here since I know it happens with it. But when you run that program up to seven times in a row (without clearing the screen) until it looks like it shifts tiles upwards or part of them or something. It's odd but I just wasn't sure what was happening or if I'm the only one this happens to or what. If you want a screenshot of what I mean I can make one. Thanks anyone who can help.
1221
« on: September 14, 2010, 07:38:01 pm »
So was this project abandoned or given up on? O_o
Try this thread buddy.
1222
« on: September 14, 2010, 07:36:17 pm »
For once TI-BASIC is faster than assembly then
1223
« on: September 14, 2010, 07:29:32 pm »
Oh ok. I just thought I remember seeing Wabbit used in your demonstration videos.
1224
« on: September 14, 2010, 07:26:53 pm »
Wait, lists are slower than lists? O.o Did you mean that strings are slower than lists?Nevermind, you fixed it
1225
« on: September 14, 2010, 07:21:51 pm »
{1020902,5020507,1070907→L1 For(A,1,dim(Ans Line(iPart(E2fPart(L1(A)/E8)),-iPart(E2fPart(L1(A)/E6)),iPart(E2fPart(L1(A)/E4)),-iPart(E2fPart(L1(A)/E2 End Note: Each "E" in that code is the scientific notation E.
"010209020502050701070907→Str1 For(A,1,length(Str1)-7,8 Line(expr(sub(Str1,A,2)),-expr(sub(Str1,A+2,2)),expr(sub(Str1,A+4,2)),-expr(sub(Str1,A+6,2 End There might be optimizations that can be made, I just threw those together real fast to demonstrate the methods.
Note: The list method is 108 bytes while the sting is 114 bytes. BUT, the string is 35 bytes while the sting is 39 bytes.
1226
« on: September 14, 2010, 06:55:30 pm »
tiDE emulator, for the record.
I thought you were just using Wabbit for the emulator?
1227
« on: September 14, 2010, 06:38:17 pm »
Well with lists there are a couple ways you could store to them. You could do either one set or coordinates per element or you can store up to six or seven coordinates per element. For example, if you did one set per element it would look something like {1020304,5060708,9101112,...} and then use a combination of 10^( and multiplying by a hundred to pull the right coordinate. The timing might be a little hard this way. If you did six or seven coordinates per element then you could do {1020304050607,8091011121314,15161718192021,...} and do a similar method to decompress it.
If you give me a list of coordinates, in order of how they would be displayed, I can put together an example of what I mean in action.
Also, for the string method. It's more obvious with it but I'll explain anyways. You'd basically just line them up in order of being displayed, such as "010203040506070809101112131415161718192021...", and then use a For( loop going from one to the length, minus three I think (three or four), going up by fours and just use the sub( to call the correct coordinates.
1228
« on: September 14, 2010, 05:46:52 pm »
[Pic1]->Pic1->DispGraph if I'm not mistaken.
But isn't that only if you have your title screen stored to Pic1 already?
1229
« on: September 14, 2010, 05:44:50 pm »
1230
« on: September 14, 2010, 05:41:16 pm »
err... I forgot the rickroll one...
Isn't that implied with the Rick Astley ones?
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