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Messages - meishe91

Pages: 1 ... 60 61 [62] 63 64 ... 207
916
TI-BASIC / Re: Checking/Accessing Eight Points Around One Point
« on: September 30, 2010, 07:35:15 pm »
BrandonW fixed it, I believe. (Him or penguin, but I'm fairly sure it was BrandonW.)

917
TI-BASIC / Re: Checking/Accessing Eight Points Around One Point
« on: September 30, 2010, 07:33:51 pm »
Well both the ones he just showed are the same size, it looks like anyways, and guarantee no slow down but when I tested his original one and mine I didn't experience any at all when I ran mine.

918
TI-BASIC / Re: Checking/Accessing Eight Points Around One Point
« on: September 30, 2010, 07:21:56 pm »
But the glitch is only if the If statement is false. I ran both versions, mine and yours, and yours is technically slower (it's negligible). It's odd, I know, but ya. It doesn't really matter though.

919
TI Z80 / Re: [project] Drawing to basic.
« on: September 30, 2010, 07:13:10 pm »
Well I may be misinterpreting what you are saying but I think it would be handy to have at the beginning of the main program to have an input where you can put the dimensions you want. Then when the program is created all the numbers and such are the values they would need to be for that window set.

920
TI Z80 / Re: Pokemon TI
« on: September 30, 2010, 07:00:48 pm »
That's looking really cool :) Great job.

921
Art / Re: Pokemon Sprites
« on: September 30, 2010, 06:06:55 pm »
Ok, I shall work on those real fast.

Edit:
Here is the hex for Bulbasaur. The sprite isn't actually 32*32 (it's actually 30*28) but the hex is in the format for 32*32. If that's an issue, just tell me. By the way, it's in the form of a string (Str1).

I take that back, it is now in a program with quotes because apparently the string extension isn't supported, which I thought it was.

Edit:
And here is Charmander.

922
Art / Re: Pokemon Sprites
« on: September 30, 2010, 06:05:10 pm »
Which frame do you want? Each of those Pokemon have three frames for animation.

923
Art / Re: Pokemon Sprites
« on: September 30, 2010, 06:01:49 pm »
Well here is the post of what he has. If you tell me which ones, if any, of those you would like I can probably get the hex for you.

924
Art / Re: Pokemon Sprites
« on: September 30, 2010, 05:58:38 pm »
I believe there is a thread over at UTI of all of JoeYoung's sprites. I'll look real fast.

925
Miscellaneous / Re: SAT (Standardized Testing)
« on: September 30, 2010, 05:57:26 pm »
I still need to retake my ACT...I am not satisfied with the score I got. (Though getting a 24 without studying and working off of like two or three hours of sleep isn't that bad, I guess.)

926
Introduce Yourself! / Re: yay didnt get my peanuts.....:D
« on: September 30, 2010, 05:55:18 pm »
But considering you put a limit on how many there were I feel like it was different with KOS peanuts :P

927
News / Re: TI-84+SE discontinued
« on: September 30, 2010, 05:54:07 pm »
As far as the Nspire goes. If the z80 line does get completely discontinued. I would imagine that the Nspire would start getting cracked as fast as new iPod OS's. I mean, imagine if every person in this community was working with the Nspire. There would be quite a few who just want to make programs and such, but there would also be quite a few devoted to cracking it. Imagine if brandonW was devoted to cracking the Nspire. :P

Can the space-time continuum even handle that? O.o

928
TI Z80 / Re: Axe Cuberunner
« on: September 30, 2010, 05:49:57 pm »
Ya, that looks really cool! Great work :D

929
Introduce Yourself! / Re: yay didnt get my peanuts.....:D
« on: September 30, 2010, 05:44:17 pm »
Where are the KOS peanuts?

Aren't KOS limited editions? ;)

Also, welcome here! Hope you enjoy your stay.

930
TI Z80 / Re: [project] Drawing to basic.
« on: September 30, 2010, 05:40:31 pm »
Don't worry happybobjr, I'm right there with you. I didn't completely understand it either.

About floating-point though, I think he is saying for if you decide to branch away and have the user be able to define the window he wants you will need to be able to calculator floating/fixed-point numbers (probably fixed though since floating would be extremely hard, if not impossible right now, with Axe).

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