2161
Miscellaneous / Re: Programming Tutorials, Help, Etc.
« on: June 07, 2010, 05:05:40 pm »
Ah ok. Well that seems doable then.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 2161
Miscellaneous / Re: Programming Tutorials, Help, Etc.« on: June 07, 2010, 05:05:40 pm »
Ah ok. Well that seems doable then.
2162
Miscellaneous / Re: Programming Tutorials, Help, Etc.« on: June 07, 2010, 04:59:37 pm »
Haha I figured as much. How many are on said queue?
2163
Miscellaneous / Re: Programming Tutorials, Help, Etc.« on: June 07, 2010, 04:45:16 pm »
Oh, so that's what RLE stands for haha. That'd be awesome Any news on some of the other tutorials you were working on?
2164
Miscellaneous / Re: Programming Tutorials, Help, Etc.« on: June 07, 2010, 04:38:35 pm »
Ya, I still don't completely understand that one, mainly because I haven't really looked at it though .
Ya, all that stuff I would like to have links to so people can learn more about all this stuff: -Bytes, Bits, Nibbles, Half-Byte, etc. -Memory Locations and Use and all that -Pointers -Hexadecimal Storage -All Types of Compression (Axe and TI-BASIC would be awesome) -The Math Behind the Concepts -Etc. Again, thank you everyone who manages to find something 2165
Miscellaneous / Re: Programming Tutorials, Help, Etc.« on: June 07, 2010, 04:24:13 pm »
So lately (well not really lately...but ya) I have noticed that I have been having trouble reading a lot of the Axe discussions because people are getting into bytes, bits, nibbles, etc. etc. etc. I could be the only one here (though I doubt it) but I just don't quite understand that stuff because I haven't really found good places to understand them or I haven't fully understood what people meant when trying to describe what they mean. Does anyone have good links, book/e-book suggestions, tutorials, explanations, anything really that could help me and other people like me to help understand those concepts?
One reason I'm asking this is because I'm one of those people who doesn't like to use code just because it works, I like to understand it and know how it works and why. (Ex: When I first experienced the use of max( and min( in movement code I literally spent a few minutes breaking it down to see how it worked because it bugged me ) Any help is greatly appreciated 2166
Other / Re: Anyone Else Have a HD2?« on: June 07, 2010, 04:18:00 pm »
Which HTC is it you have?
2167
TI Z80 / Re: TFE - Resurrection (TI-File Editor)« on: June 07, 2010, 01:26:00 am »
You can pretty much already post all the characters on the forum. As far as I know the only one you can't really is the inverted equal sign.
On topic: Sweet. I'll have to try this out 2169
Axe / Re: Enlarging sprites?« on: June 06, 2010, 11:03:58 pm »
Well there are technically eight But ya, I'll to that in a minute.
Edit: Here are all 16 programs. X?.8xp is the source code and MAGX?.8xp is the executable. 2170
Axe / Re: Enlarging sprites?« on: June 06, 2010, 10:54:27 pm »
A version of what? Of one of the magnifiers?
2171
Axe / Re: Enlarging sprites?« on: June 06, 2010, 10:26:44 pm »
Could someone take a look at my routine/s and tell me what they think and all? Just haven't heard anything about it and I'm a bit curious, not trying to sound rude or anything.
Edit: By the way, here is a basic and not efficient way for displaying a 16*16 sprite. Code: [Select] .SPT16X16 Like I said this is probably really inefficient. There are better methods of doing this. This just shows the displaying four sprites to make one large one thing DJ said. 2172
TI Z80 / Re: Calcalca« on: June 06, 2010, 10:09:38 pm »
Well another thing you could do is when it comes to pounds (force or mass) you can test what the output is being put into (either N or kg or whatever) and have it calculate accordingly. I don't know how practical that is though.
Side Question: Does this support slugs? Not that slugs are used much anymore but ya. 2173
TI Z80 / Re: Calcalca« on: June 06, 2010, 09:59:02 pm »
@Quigibo
Because they technically aren't the same thing. Force already has gravity in it while mass doesn't. Unless you are talking about like when it displays you have the mass displayed and then it also shows the acceleration of gravity? I'm not entirely sure what you are asking but ya...I don't know 2174
Axe / Re: How does 4-level greyscale work in Axe?« on: June 06, 2010, 09:54:08 pm »
Oh, so you're talking about like when you would have a map underneath the sprite?
2175
TI Z80 / Re: Calcalca« on: June 06, 2010, 09:47:02 pm »
Actually technically a pound is a measure of mass and a pound-force is the measurement of force. Both are just abbreviated lb (or can be; mass is technically lb, lbm, lbm and force is lb, lbf, or lbf).
To convert from lbm to kg all you do is multiply by 0.45359237 kg. Then to turn lbf into N you just multiply by both 0.45359237 kg and 9.80665 m/s2. So one lbf equals about 4.44822 N. Edit: What you could do is differentiate between the two by making the user type in either lbm or lbf and then have the two separate conversions. |
|