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Messages - meishe91

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1846
Pokemon Red / Re: Pokemon Red
« on: August 01, 2010, 12:18:11 am »
This would possibly help a little, though you'd have to start from scratch :( (By the way, I don't think it does, if that for some reason violates something please just remove the link or tell me and I'll change this post, thanks.)

1847
Introduce Yourself! / Re: Ladies and Gentlemen, I give you, ME!
« on: July 31, 2010, 05:22:27 pm »
Welcome and enjoy your stay here. Should be getting peanuts shortly.

1848
Other Calculators / Re: Awesome Omnimaga rickrolling program.
« on: July 31, 2010, 01:07:56 am »
Wow, that works really well (no flickers :)). And fast! :D (Except the loading, but that doesn't matter much.)

EDIT: Sizes:

 ZZZZZ2     346 < Small...
  ZZZZZ3      65 < Wow, even smaller...
  Str4      1803 < ...


That would be another draw back :P

1849
Humour and Jokes / Re: In Honor of Omnimaga
« on: July 31, 2010, 12:56:50 am »
Very nice :)

1850
Other Calculators / Re: Awesome Omnimaga rickrolling program.
« on: July 31, 2010, 12:18:36 am »
That's a really interesting way of doing it. The only downside I see of doing it like this is, well one, that you have to do the first program each time if you change Str4 or something and, two, that since you're displaying parts of a string it slows down the farther into it and you can see where it restarts. Otherwise, very nice :) Only optimizations I see is that in the second program you can replace the 0→A and Ans→B with DelVar ADelVar B the second 0→A with DelVar A. Great job :D

1851
Other Calculators / Re: Awesome Omnimaga rickrolling program.
« on: July 30, 2010, 11:54:47 pm »
Oh, sorry, I forgot, I only used the "Never Gonna" parts.

nice meishe, I wonder how I didn't think of using for( to clear the RRoT part?

Thanks, though the only problem with using For( is that, one, it is technically slower and, two, it makes it more noticeable. Using the Output( command is faster and looks better, just quite a bit larger.

not sure if I cheated... but here is my solution.  Run ZZZZZ2 to start it, and it will auto go into ZZZZZ3, afterwards you can just run ZZZZZ3.

Spoiler For Spoiler:
Prgm ZZZZZ2
Code: [Select]
:ClrHome
:":→Str4
:"OMNIMAGA→Str1
:" *--++--* →Str2
:"THE             RICK    ROLLER'S        OF              TOMARROW→Str3
:{1,2,3,4,5,6,7,6→L1
:6→A
:‾1→B
:For(D,1,14
:For(C,1,8
:Str4+sub(sub(Str2,1,L1(C))+sub(Str1,L1(C),2)+sub(Str2,L1(C)+3,8-L1(C)),2,8)+sub(Str3,8(C-1)+1,8→Str4
:End
:A+B→A
:If A=7 or A=1
:‾B→B
:augment(DeltaList(cumSum(L1)),{A→L1
:Output(3,1,sub("[===============",1,D+1
:Output(3,16,"]
:End
:sub(Str4,2,1792→Str4
:prgmZZZZZ3

Prgm ZZZZZ3
Code: [Select]
:ClrHome
:0→A
:Ans→B
:While 1
:Output(1,1,sub(Str4,128A+1,128
:A+1→A
:If A=13
:0→A
:End

Could you please "un-spoil" the source codes? When you put [code][/code] inside of [spoiler][/spoiler] it compresses it very small and it is very hard to read. (At least it does in Chrome, I don't know about other browsers.)

1852
Other Calculators / Re: Awesome Omnimaga rickrolling program.
« on: July 29, 2010, 09:11:16 pm »
I managed to get yours down to 190 bytes with a one letter name :)

Code: [Select]
ClrHome
1→A
Ans→B
For(Θ,1,7
Disp "
End
Repeat 0
Output(8,A,sub("σmπimαgα",A,2
For(C,1,8
Output(C,9,"________
End
Disp "
Output(1,9,"The
Output(3,9,"Rick
Output(4,9,"Roller's
Output(6,9,"Of
Output(8,9,"Tomorrow
A+B→A
If A=7 or A=1
-B→B
End

The flicker is a just a little more noticeable since it goes from top to bottom.

1853
TI Z80 / Re: Battle Ship
« on: July 29, 2010, 07:24:35 pm »
Yup, no problem.

1854
ASM / Re: Assembly Noob Question
« on: July 29, 2010, 07:22:23 pm »
Woo! I thought so ;D Thanks for confirming :)

1855
ASM / Assembly Noob Question
« on: July 29, 2010, 09:15:13 am »
Ok, so I started to read Hot_Dog's tutorials and just have a noobish optimization question. It doesn't matter either way really but I just wanna know if I am technically correct or not.

One of the sample programs shows this, or something close:

Code: [Select]
#include "ti83plus.inc"
.org 40339
.db t2ByteTok,tAsmCmp

 B_CALL _ClrLCDFull

 ld b,200
 ld a,5

Beginning_Of_Loop:

 add a,1

 djnz Beginning_Of_Loop

 ld h,0
 ld l,a

 B_CALL _DispHL
 B_CALL _getKey
 B_CALL _ClrLCDFull

 ret

Wouldn't it technically be better to do:

Code: [Select]
#include "ti83plus.inc"
.org 40339
.db t2ByteTok,tAsmCmp

 B_CALL _ClrLCDFull

 ld b,200
 ld a,5

Beginning_Of_Loop:

 inc a

 djnz Beginning_Of_Loop

 ld h,0
 ld l,a

 B_CALL _DispHL
 B_CALL _getKey
 B_CALL _ClrLCDFull

 ret

I have no idea if that even does the same thing, I didn't test it. I'm just doing this off what I see.

Sorry if this sounds dumb, but I'm just a little curious. Thanks for any help :)

1856
Humour and Jokes / Re: How Rick REALLY Rolls
« on: July 29, 2010, 09:05:39 am »
I gotta say if I had the opportunity to Rick Roll Rick Astley I would jump at the chance :P

1857
Humour and Jokes / Re: How Rick REALLY Rolls
« on: July 29, 2010, 08:49:29 am »
We should find out "his" email and send "him" the link :P (By him I mean the people who handle that stuff for him :P)

1858
TI Z80 / Re: Edge
« on: July 29, 2010, 05:06:54 am »
Ah ok, gotcha. Is that what tifreak is using with PP?
Nope, he uses Celtic II, I think. He used to use Resource. XCOPY is a spinoff of Resource, but it was made much smaller.

Screenshots!
The first one is of the main game engine, the walking and talking and such.  It shows off the tilemapper and the dialogs.
The second one is the battle engine.  It has enemy sprites and names, as well as an HP gauge, and the player has an HP, and MP gauge with numerical representations as well.  The menu you see there is dynamically generated at runtime and can have either enabled or disabled items (notice the change in cursor), and can show mana costs for each item as well.
Nothing you see here uses pictures, excepting the tilemapper, which stores the result of its efforts in Pic1 so that it can be redrawn quickly after battles and dialogs.

The version before all this was deleted included 20 spells, animations for each of them, and a more extensive enemy roster.  I will be adding all of this again in the near future.
Wow nice usage of text sprites. Good job so far :) While map loading is slow (can be partially solved by saving the last two or three map visited inside pics, if you got the space, and recalling the appropriate pics when visiting the maps again. It could keep the last 3 maps in memory. ROL3 only kept one in memory, when entering menus/battles) walking seems pretty fast considering you are using some form of graphical sprites.

a more extensive enemy roster
At first I misread roster as lobster :P

Ah ok, thanks.

1859
TI Z80 / Re: An On-Calc Basic IDE?
« on: July 29, 2010, 04:13:30 am »
Ya, that's what it looks like.

1860
TI Z80 / Re: Battle Ship
« on: July 29, 2010, 04:12:30 am »
Nah, it was just to help keep the map up-to-date so you didn't have random tiles missing or forget where something was and such. But, as you experienced, it lagged it down a whole lot.

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