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Messages - meishe91

Pages: 1 ... 29 30 [31] 32 33 ... 207
451
Official Contest / Re: [BULLETIN] Cage Matches
« on: November 11, 2010, 02:38:08 am »
The number is closer to over 1700 different possible tokens you can use in Basic, including all of the hacked tokens

Well I meant like the single character tokens. Like the ones that come in XtraChar.

452
Official Contest / Re: [BULLETIN] Cage Matches
« on: November 11, 2010, 02:20:58 am »
Ya, all 208 (I think that's how many there are) tokens are able to used in Pure TI-BASIC perfectly fine. All you have to do is just access them with assembly first and then just put them in a string or something and paste them into your Pure TI-BASIC game. The only bad thing really is that most of them are two byte tokens.

453
TI Z80 / Re: Unnamed RPGish Game
« on: November 11, 2010, 01:11:20 am »
Perhaps :P

454
TI Z80 / Re: Unnamed RPGish Game
« on: November 11, 2010, 01:07:04 am »
I've got other things I've been working on lately ;)

455
Correlation / Re: I don't know what tokens to use and need suggestions
« on: November 11, 2010, 01:04:28 am »
I don't know a whole lot about hooks and assembly libraries and such but if it actually changes the use of the token then I would maybe suggest DispTable instead of DispGraph since that can still be used in a game while I've never seen DispTable used.

456
TI-BASIC / Re: For( Loop Slowdown Update
« on: November 11, 2010, 01:00:17 am »
I don't know a whole lot about that rare situation you've encountered so I just copied and pasted what you had said :P Thanks.

457
Miscellaneous / Re: Programming Tutorials, Help, Etc.
« on: November 11, 2010, 12:51:20 am »
Ah, ok.

458
TI-BASIC / For( Loop Slowdown Update
« on: November 11, 2010, 12:50:19 am »
Most of us know about the For( slow down issues. If you don't, I'll explain it really fast.

Basically if you have a piece of code that does something like this:

Code: [Select]
For(A,1,9
If fPart(A/2
\Do something.\
End

When ever that conditional is false it will cause a slow down for the loop, which is annoying. However there are three ways to fix this. First, you can simply put a parenthesis at the end of the For( loop line (so it'd become For(A,1,9)), second, there is a OS fix by BrandonW that apparently fixes it and, three, you can make the If statement an If:Then statement.

Now to the point of this thread. I know I have been curious about this question for quite a while, as I'm sure a few other people. The question is basically: What about if you have nested For( loops? Do you have to close both of them?

Well to be honest we still don't have a definitive answer to this but the current thinking, by a lot of people is that you only have to close the nested one. So for example:

Code: (Took 44 seconds.) [Select]
For(A,0,94
For(B,0,62
If not(AB
Pxl-On(B,A
End
End

could become:

Code: (Took 37 seconds.) [Select]
For(A,0,94
For(B,0,62)
If not(AB
Pxl-On(B,A
End
End

I just did a quick test with just this example and it seems to have checked out however this hasn't been concretely proven yet. Just thought I'd let everyone know :)

Courtesy of DJ:
Quote
In some rare cases, not closing the parhentesis of a for( loop under such circumnstances can cause the calc to slow down by about 1.5 until the ON key is pressed or the program is exited.

459
Site Feedback and Questions / Re: Just an Idea - initial post on every page
« on: November 10, 2010, 11:57:44 pm »
Ya, I would advise against it since things can change drastically from when the first post is made to when you post. It's, in my opinion, easier to just read the posts I haven't or the whole topic so I know what's going on and then reply accordingly. It's not the fastest way but it's the most reliable, I think.

460
Miscellaneous / Re: Programming Tutorials, Help, Etc.
« on: November 10, 2010, 11:54:20 pm »
What do you mean?

461
TI-BASIC / Re: Friendly window in Horiz mode
« on: November 10, 2010, 11:49:30 pm »
This is three bytes smaller ;)

Code: [Select]
ZStandard
84→Xmin
9→Ymax
ZInteger
0→Ymin
Horiz

462
TI Z80 / Re: Unnamed RPGish Game
« on: November 10, 2010, 11:39:27 pm »
Ooh, nice to see development in the game, it should be surely fast in the end, there's always a way

I haven't said there has been any development. I was saying that I plan to rewrite the tilemapper eventually though and that I just have ideas.

463
TI-BASIC / Re: Friendly window in Horiz mode
« on: November 10, 2010, 11:32:39 pm »
Here's how to do it exactly as you want it:
Code: [Select]
:ZStandard
:84→Xmin
:20→Ymax
:ZInteger
:Horiz
Good luck. :)

That doesn't make the y-axis scrollable by one at a time though. That stored negative twenty-six to Ymin and thirty-six to Ymax.

464
TI Z80 / Re: Unnamed RPGish Game
« on: November 10, 2010, 11:29:23 pm »
I have no clue, we can only hope it's fast in the end :P

I don't believe so. I talked to him about how he was doing he tilemapping and such and I understood part of it but then there was some stuff I didn't understand (something about indexes I think). So I'll probably just write my own routines so I know what's happening and understand how it works.

465
TI Z80 / Re: Unnamed RPGish Game
« on: November 10, 2010, 10:59:58 pm »
Ya, I mean if I need to I can go back to my previous routine which works and all. But with the idea I have that is somewhat inspired by SirCmpwn's method I will be able to have one byte tiles (two byte if it's a two byte token) but unfortunately four to seven bytes for the Text Sprite tiles.

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