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Messages - meishe91

Pages: 1 ... 57 58 [59] 60 61 ... 207
871
TI Z80 / Re: [project] Drawing to basic.
« on: October 02, 2010, 10:03:58 pm »
Would it be possible to just call the actual command in hex or something to draw the circles? I don't know if that's doable at all, just thought I'd throw it out there. (It would be the speed of the actual command, but at least you're getting accurate results.)

872
Art / Re: [sprite help]the greatest game of all time
« on: October 02, 2010, 09:58:42 pm »
Those look really cool :)

Just increased the size so they are easier to see.

873
Miscellaneous / Re: Something awesome happened today.
« on: October 02, 2010, 09:49:26 pm »
Remember, Lobsters are a greenish-brown before they're boiled, so they do change color. :P

Depends on the species ;) Like juju said :P

874
TI Z80 / Re: TAO: Unleashed (Progress)
« on: October 02, 2010, 09:47:41 pm »
Woo! "Screenshot" finally! I've been waiting for one :P Looking really cool. Wish you luck :)

Not to bring up the Quick Modify button again, but are you by chance using Chrome?

875
Miscellaneous / Re: Something awesome happened today.
« on: October 02, 2010, 09:12:05 pm »
That's really cool juju!

@SnakeX
How do you mix up a blue and red lobster at a Red Lobster restaurant though? :P

well, if you get lucky at the red lobster.. you might just order up netham45 by accident then you'd meet him XD
See, now I want to try that...

"Yes, I'd like one Netham45, please."

Wonder what would happen if someone actually said that :P Even cooler/odder though, what if someone actually said that and then they brought back a blue lobster :P

876
TI-BASIC / Re: Sprite Compression
« on: October 02, 2010, 08:56:42 pm »
Ah, ya. I didn't think about using seq( at all, mainly because I never really use it >.> But ya, that could work. Only thing though is with decompressions you might need to have them as fast as you can. But ya, that is an option :) Thanks.

877
TI-BASIC / Re: Sprite Compression
« on: October 02, 2010, 08:46:17 pm »
Thanks guys :) That last decompression routine I think would only be good for smaller sprites. It can take a while to decompress unfortunately, but it is the smallest when compressed. (Darn you size at the risk of speed)
* Meishe91 shakes fist angrily in the air

AnsE2-E2+A

can't that just be Ans+A?

right... oops. for a second i thought that Ans would be less than 10.. don't know why. but hey. i'll find something else.. just give me a second.
i had to break away from my schoolwork *just* so i could find something to optimize  ;D oh, and your last String decompression code block is nested within the compression code block. these look neat, i'll check them out more thoroughly later

Ya, I was about to say it can't be just that. I'm sure you will :P

Also, thanks! I could not figure out why that "[/code][/code]" kept showing up at the bottom. I'm not sure how I missed that...I'm usually good about that.

878
TI-BASIC / Sprite Compression
« on: October 02, 2010, 08:31:21 pm »
So recently MRide asked for sprites for his Imagination Quest game and I helped with a way of storing them/recalling them. This got me thinking about different ways of doing this. So I thought I would show you guys what I have come up with, but if you guys have any other ways please feel free to share your methods/routines.

Note: My routines are listed according to speed, fastest to slowest (decompression), and by chance size (compressed variable) too, largest to smallest. These also should be as optimized as they can be but I'm sure someone (*cough*nemo*cough* :P) could find something I missed. Also, last thing, all "Es" and "Ls" are the scientific notation E and list token L.

Code: (List Compression 1; 124 bytes with name "LC1") [Select]
1→D
For(A,Y,Y+H-1
For(B,X,X+W-1
If pxl-Test(A,B
Then
BE6+AE4→K
Repeat not(pxl-Test(A,B
B+1→B
End
AnsE2-E2+A
If K=AnsE4
Then
Ans+.1→LP(D
Else
K+Ans→LP(D
End
D+1→D
End
End
End

Code: (List Compression 1 Decompression; 99 bytes with name "LC1D") [Select]
For(A,1,dim(LP
LP(A
If fPart(Ans
Then
.01iPart(Ans
Pxl-On(E2fPart(Ans),iPart(Ans
Else
Line(iPart(E2fPart(Ans/E8)),-iPart(E2fPart(Ans/E6)),iPart(E2fPart(Ans/E4)),-iPart(E2fPart(Ans/E2
End
End

Code: (List Compression 2; 98 bytes with name "LC2") [Select]
1→D
For(A,Y,Y+H-1
For(B,X,X+W-1
If pxl-Test(A,B
Then
BE6+AE4→K
Repeat not(pxl-Test(A,B
B+1→B
End
K+BE2-E2+A→LQ(D
D+1→D
End
End
End

Code: (List Compression 2 Decompression; 73 bytes with name "LC2D") [Select]
For(A,1,dim(LQ
LQ(A
Line(iPart(E2fPart(Ans/E8)),-iPart(E2fPart(Ans/E6)),iPart(E2fPart(Ans/E4)),-iPart(E2fPart(Ans/E2
End

Code: (String Compression 2; 193 bytes with name "SC2") [Select]
"_Str3
{0,1→L1
For(A,Y,Y+H-1
For(B,X,X+W-1
If pxl-Test(A,B
Then
BE6+AE4→K
Repeat not(pxl-Test(A,B
B+1→B
End
{0,K+BE2-E2+A→L
LineReg(ax+b) Y1
Equ►String(Y1,Str4
sub(Str4,1,length(Str4)-3→Str4
If 7=length(Str4
Str3+"0→Str3
If 6=length(Str4
Str3+"00→Str3
Str3+Str4→Str3
End
End
End
sub(Ans,2,length(Ans)-1→Str3

Code: (String Compression 2 Decompression; 86 bytes with name "SC2D") [Select]
For(A,1,length(Str3
expr(sub(Str3,A,8
Line(iPart(E2fPart(Ans/E8)),-iPart(E2fPart(Ans/E6)),iPart(E2fPart(Ans/E4)),-iPart(E2fPart(Ans/E2
A+7→A
End

Code: (String Compression 1; 239 bytes with name "SC1") [Select]
{0,1→L1
"_→Str1
For(A,Y,Y+H-1
For(B,X,X+W-1
If pxl-Test(A,b
Then
BE6+AE4→K
Repeat not(pxl-Test(A,B
B+1→B
End
BE2-E2+A→L
If K=AnsE4
Then
Str1+"+→Str1
Else
Str1+"-→Str1
End
{0,K(K≠LE4)+L→L2
LinReg(ax+b) Y1
Equ►String(Y1,Str2
sub(Str2,1,length(Str2)-3→Str2
If 2=length(Ans
Str1+"00→Str1
If max(length(Str2)={3,7
Str1+"0→Str1
Str1+Str2→Str1
End
End
End
sub(Ans,2,length(Ans)-1→Str1

Code: (String Compression 1; 141 bytes with name "SC1D") [Select]
"expr(sub(Str1,A+1,Ans→u
For(A,1,length(Str1
If sub(Str1,A,1)="+
Then
4
.01u
Pxl-On(E2fPart(Ans),iPart(Ans
A+4→A
Else
8
u
Line(iPart(E2fPart(Ans/E8)),-iPart(E2fPart(Ans/E6)),iPart(E2fPart(Ans/E4)),-iPart(E2fPart(Ans/E2
A+8→A
End
End

Note:
The way to use the compression routines is to do Width→W:Height→H:Upper-Left X-Coordinate→X:Upper-Left Y-Coordinate→Y:prgmRoutine or something like that. The decompression routines can just be run (assuming you've compressed already).

Like I said, this is open for other people to show their own routines for compressing/decompressing and sprite. I hope someone finds these useful :)

879
Other Calculators / Re: Mimas by Benjamin Moody
« on: October 02, 2010, 06:54:25 pm »
Ya, I feel like I've seen him here before but I guess that was at UTI that I've seen the name.

I don't even really get what that "Internets" thing is really O.o

Also, now we need to get back on topic :)

880
Math and Science / Re: math stuffs
« on: October 02, 2010, 06:47:18 pm »
Well glad graphmastur got this. Without looking at my Calculus notes from last year all I could have told you is that you need to know what "a" and "b" equal. Without those being known you can't really solve it, or at least not at the calculus level :P

881
Well I don't know much about assembly but you can use interrupts probably, but I'm sure there's a better way. As for your TI-BASIC example, that won't really work. You don't have R and C initialized, plus you have no wrap around/end stopping code. Also, For(A,1,1000):End is way overkill for that. (Also, the key code for the right button isn't twenty-four, it's twenty-six. So unless you meant left you'd have to change that plus the line C-1→C would be C+1→C.) Better way of showing would be:

Code: [Select]
DelVar D4→R
8→C
Repeat 0
getKey→K
If Ans=26
1→D
Output(R,C,"_
C+D
Ans-16((Ans=17)-not(Ans→C
Output(R,Ans,"O
rand(2 \\rand or rand(# is a better way to do delay/pauses/slowdowns/etc. in TI-BASIC.
End

882
TI Z80 / Re: Pokemon TI
« on: October 02, 2010, 05:54:13 pm »
Well the only one I ever knew about was the MissingNo. one :P

883
TI Z80 / Re: Pokemon TI
« on: October 02, 2010, 05:37:07 pm »
Or he activated WtW glitch ;)

WtW glitch? There was a walk-through-walls glitch in Pokemon?

884
The Axe Parser Project / Re: axe progs that do funny things to your calc.
« on: October 02, 2010, 05:25:43 pm »
I would also suggest no programs that will screw up your calculator, despite it being a fun little program.

885
TI Z80 / Re: Pokemon TI
« on: October 02, 2010, 04:51:56 pm »
Ah ok. I thought it was just the bottom because it always seemed like you were just in the lines. But that explains it :P

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