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Messages - nemo

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1096
i'm taking 3 next year, +latin 1. and then then it's like
Code: [Select]
for(Year,Freshman,Senior,1
German++
Latin++
EndFor

1097
yeah german grammar will more or less make you go crazy. i'm in german 3 next year and i have a teacher who was born in austria so occasionally she'll give us a word to learn, and then give us the same word but in an austrian sort of lingo and no one knows which word they should say... it gets bad sometimes. i'm hopefully going to brave the storm for the next to years though.. i'm going to try to take german and latin at the same time  :-\

1098
Miscellaneous / German Grammar
« on: June 22, 2010, 10:05:51 pm »
OBTW, in German you not only have a subjective (called nominative) case, an objective (called accusative) case, but ALSO you get to have fun with the DATIVE case and the GENETIVE case. then it gets more interesting with accusative and dative prepositions! did i mention some prepositions can be either dative or accusative depending upon whether or not the verb is considered a motion verb? also, all indirect objects are considered of the genetive case and all direct objects of the accusative. the genetive case is associated with possession. lastly, some direct objects may be dative rather than accusative if the verb is considered a "dative requiring verb". crazy right? i love grammar.

1099
Axe / Re: Hex to Sprite
« on: June 22, 2010, 06:44:35 pm »
that doesn't work, but it made me realize that i can just store the data little bit differently and get it to work. thanks.

1100
Axe / Hex to Sprite
« on: June 22, 2010, 06:32:55 pm »
i'm trying to figure out an algorithm in Axe that's quick and efficient for converting a list of numbers to a sprite. assume the hex data (which is stored in base 10) is located in L1. since there are 4 pixels in a byte i figured you could check for each pixel separately to turn it on. the left most pixel can be checked with If X>7 (X being the nibble being drawn) and the right most one can be checked with
!If X^2. but i'm unsure how to check whether the middle pixels should be turned on (other than comparing X to a list of possible values) i get the feeling i'm doing this completely wrong.

edit: i reread and decided that may be a little hard to understand so here's an example:
the hex string 00050A132346D6FF would be stored as Data(0,0,0,5,0,10,1,3,2,3,4,6,13,6,15,15)

1101
Axe / Re: String Help
« on: June 22, 2010, 02:13:03 pm »
well, that's ok. i just decided to have it look awkward like so:

                        F
0123456789ABCDE

1102
Axe / Re: String Help
« on: June 22, 2010, 12:27:37 pm »
then i just get 123456789ABCDEF which is still 15 characters. i tried having 00123456789ABCDEFF to no avail. there SHOULD be enough room on the screen to display the text... right?

1103
Axe / Re: String Help
« on: June 22, 2010, 12:22:52 pm »
same thing happens sir. only 15 characters are displayed  :-\ i'm making a small sprite editor for myself when i saw runner112's but knew i didn't need that many features. i notice that he has hex displayed at the bottom but i can't get mine to do the same.

1104
Axe / String Help
« on: June 22, 2010, 12:19:51 pm »
why does this code only display 15 characters rather than 16?
Code: [Select]
.TEST
"0123456789ABCDEF->Str1
Fix 5                 // text is displayed on buffer
Fix 1                // large text
Text(0,0,Str1
DispGraph
Fix 0       
Fix 4                 // reset flags

i get 0123456789ABCDE displayed on my calculator, how can i make it display the F as well?

1105
The Axe Parser Project / Re: Bug Reports
« on: June 21, 2010, 12:25:35 am »
Unknown Err. code: 3A24553. Ti 84+SE 2.41 OS. the program was archived and got the error at 89% on the first pass. i unarchived the program and scrolled to the part of the source that was wrong. it turned out i had sub(r1+3,r2) instead of sub(C,r1+3,r2). i changed it and it compiled fine, but you may want a different error code than unknown err for missing sub arguments.. i thought there already was one?

1106
Pokemon Red / Re: Pokemon Red Help
« on: June 20, 2010, 12:04:47 pm »
i'll take route 7, route 9 and route 10.

1107
Pokemon Red / Re: Finished Maps Thread
« on: June 20, 2010, 12:02:49 pm »
Route six was easy.

1108
Pokemon Red / Re: Official Sprite Request Thread
« on: June 20, 2010, 11:43:31 am »
sir, look at diglett's cave.i don't think we have any of those sprites.

EDIT: i need some sprites for route 7. there's a weird type of grass on the right side:
http://www.spriters-resource.com/gameboy/pokerb/sheet/8772
EDIT2: on the upper left part of the screen in route 7 there are steps connecting hedges. we have that tile but that tile currently connects a different type of grass. i'll just need that tile (the steps connecting hedges) with a different type of grass. for the actual tile, it's 5 tiles across from the left and 8 tiles down from the top.
sigh.. EDIT3: also, the side/corner hedge tiles have to be redone, partially. you'll notice there's no grass anymore, whereas currently they have grass in them. personally, i think i should just change the grass type to avoid having an extra 4 tiles being added. up to buckeye though.


Hopefully my last edit.. but there's more v-like grass in route 10 (different from route 7's v-like grass.) it's at the very bottom of the map.

and one more edit. the house in route 10. i can't even tell exactly what i need, but there are at least 3 or 4 tiles there that aren't in the tileset.

1109
Pokemon Red / Re: Pokemon Red Help
« on: June 20, 2010, 12:30:04 am »
route4 Completed.

1110
Pokemon Red / Re: Pokemon Red Help
« on: June 20, 2010, 12:17:29 am »
route three, fully completed:

http://www.mediafire.com/?mndu1mu2kng

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