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TI-Nspire / Re: Virus to crack RSA for nspire? :P
« on: June 30, 2010, 04:32:15 pm »
that sounds.. depressingly hopeless and what are the possible benefits of getting this number d?
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. 1036
TI-Nspire / Re: Virus to crack RSA for nspire? :P« on: June 30, 2010, 04:32:15 pm »
that sounds.. depressingly hopeless and what are the possible benefits of getting this number d?
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TI-Nspire / Re: Virus to crack RSA for nspire? :P« on: June 30, 2010, 04:25:09 pm »
offtopic, i know absolutely nothing about the nspire or what RSA is, or what you're trying to do. However, bwang's post made my day. it needed to be noted. [/offtopic]
on a more related note.. would anyone care to explain exactly what you are trying to do? or link me to a good article? 1038
Axe / Re: Pop ups in axe« on: June 30, 2010, 03:41:30 pm »
wow. i feel really stupid right now. thanks quigibo. thing is, i already had such a routine in my program too, for navigating between editing tiles and editing the map.
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TI Z80 / Re: DJ's platformer with parralax scrolling« on: June 30, 2010, 02:49:45 pm »
DJ that looks amazing! i love the parralax scrolling. i can't wait to play it.
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Axe / Re: Tilemap Editor« on: June 30, 2010, 02:21:43 pm »
i'm waiting for geometry drawing to be in axe for the menu, since that will simplify it greatly. the getkey problem is done, i think. it uses BASIC's now. now onto some menu clean-up and tackling appvars (:
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Axe / Re: Pop ups in axe« on: June 30, 2010, 02:00:37 pm »
DJ, they can. but drawing to the buffer is what i was trying to avoid in that scenario. anyway, i've figured it out. it added 1400+ bytes to my program size though i'm not completely sure it's worth it.
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Axe / Re: Pop ups in axe« on: June 30, 2010, 01:24:37 pm »
i don't think it'll be very slow.. considering all i'd be doing in the loop is checking for four keypresses, and drawing a bitmap cursor to the LCD. i'll probably use builderboy's idea of just adding 768 bytes to the program and storing it there. also, i don't think i'm going to make this an app. it's only ~2300 bytes right now, and although there's a lot of features to implement some seem relatively easy.
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Axe / Re: Pop ups in axe« on: June 30, 2010, 01:16:06 pm »
Sir, I have tile data in L3. Writing to the back buffer corrupts the data in L3. StorePic transfers the buffer to the back buffer. do you see my problem? if i us StorePic, my tile data in L3 will be corrupted.
new idea. make a large, white bitmap and display that where i'll put my menu. then make bitmaps of all the tiles, display those and have the user select from there. also have a bitmap for a cursor the user to move around and select the tile. then display the white bitmap again, and DispGraph. unless Bitmap() updates the buffer... then i can't do that idea. 1044
Axe / Pop ups in axe« on: June 30, 2010, 12:02:09 pm »
how does one make a pop up? as in you have a screen on-calc, the user presses a key and a little window pops up with something to display, then goes away and the same screen before the pop up comes back.
i can think of a way to do it with StorePic, but that'd corrupt my data in L3. this is for my tilemapper. basically, i have tiles in L3. i want to make a pop-up menu to decide which tile you want to place. i need to save the buffer data to a temporary area, draw the pop up menu to the buffer, let the user choose a tile, then recall the data in my temporary area that holds the buffer data before the menu. is there any way without using StorePic or RAM areas L1-L4? 1045
The Axe Parser Project / Re: Axe Parser« on: June 30, 2010, 12:01:19 am »
L1 - in the future will store the HEX string to output
L2 - tilemap L3 - tileset L4 - work area for tile editing. in the future i'll probably switch L1 and L2 when dealing with tilemaps larger than the screen, but for now my setup works. the fragment of code setting 0 to 8 bytes before L3 has to deal with editing the tilemap. 2nd displays the next tile, alpha displays the previous tile. when tile 1 is in a position and you use alpha, you should get a blank space. however, the 8 bytes before L3 are displayed. so i put that for( loop in there to correct it. i can't use a blank 8x8 square tile either, since i'm dealing with sizes from 4x4 - 8x8, and if i display a blank square it will erase surrounding parts of the tilemap. also, that costs memory. if this gives me a RAM clear then i'll certainly change it. 1046
The Axe Parser Project / Re: Axe Parser« on: June 29, 2010, 11:38:20 pm »
found a bug in my tilemapper and this is the easiest fix. so far nothing malicious has happened. everything works fine with that code in, but that could change.
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The Axe Parser Project / Re: Features Wishlist« on: June 29, 2010, 10:12:25 pm »
that makes my answer. let's go geometry drawing. where's raylin? we know his vote.
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The Axe Parser Project / Re: Features Wishlist« on: June 29, 2010, 10:07:35 pm »
quigibo, i don't recall this being answered. would an 8x8 sprite be faster or slower than geometry drawing an 8x8 black box?
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Humour and Jokes / Re: Tips when making calculator animated screenshots« on: June 29, 2010, 09:32:35 pm »
yes. every single byte must be shown. there are two approaches to this
1) pause at 7 lines. i'm sure the reader will be able to decipher your code that quickly. 2) scroll as quickly as possible, making it as non-readable as possible. if you choose this option, it's suggested you scroll through the program multiple times unnecessarily. |
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