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Messages - nemo
Pages: 1 ... 75 76 [77] 78 79 ... 82
1141
« on: June 16, 2010, 09:39:26 pm »
my contest entry earned me a RAM clear today, i know i was simply trying to get the level loading system working, and i ran the program and instead of my title screen greeting me, i got a RAM clear so i know it was at the beginning of the code. the only additions i made to the beginning were the following:
0->L+3->J deltaList(46,59->String0
(i think i can post that since 1) it isn't very much code and 2) it won't be in my final axe entry, seeing as how that portion and 1/4 of my program is gone)
oh, and it did something to omnicalc's restoremem() feature, since that doesn't work anymore (it had a 100% success rate till now) i doubt you can find any bugs according to what i can give you, but i thought i should at least note this
1142
« on: June 16, 2010, 08:05:10 pm »
alright. i'm only doing two signed divisions, two sines and two cosines and that section of my program is already as slow as the other which calls a subroutine 6 times for tilemap collision detection, and then has a volley of if statements to determine what to do. if there's any way to improve the signed division routine, that would be excellent. seeing as i don't even know what parsing actually does, i'm not exactly in a position to talk
1143
« on: June 16, 2010, 07:50:47 pm »
like.. in pixels? 64 ... number of bytes? 8. number of hex pairs? 8. number of hex digits? 16. [FFFFFFFFFFFFFFFF] ^this is a black square. there are 16 F's.
1144
« on: June 16, 2010, 07:43:08 pm »
quigibo, the BASIC way of getkey functions better for a menu. at least, for me it does. with yours it has the possibility of skipping an item. and if i increase the pause, my menu just looks like it's responding ridiculously slow. sorry ztrumpet i don't have anything else, except maybe quigibo's way will work. i suggest upping the pause to about 200-250 though, since 50 you have to deliberately try to not skip the middle item(s) in your menu EDIT: offtopic, quigibo, are sine, cosine and the signed division routine really slow or did i accidentally put a delay in my program?
1145
« on: June 16, 2010, 07:24:31 pm »
i'm sorry i don't, i checked my axe entry's menu and putting a Pause 50 before the getKey->K worked. are you using getKey like this
Pause 50 X+(getKey=3)-(getKey=2)->X
or like this:
Pause 50 getKey->K X+(K=3)-(K=2)->X
because the first one didn't work for me, and then i switched to the second and it works.
1146
« on: June 16, 2010, 05:44:20 pm »
thanks calcdude! it's been modified for my purposes but i doubt i would've come up with that code on my own. EDIT: the inside of your sprite gif looks like a perfect circle, though.
1147
« on: June 16, 2010, 05:09:11 pm »
i just tried it on my ti 84 + SE with a 2.41 OS and yes, it BLOD's. i was pretty quick to pull out a battery so no harm done to my calc. EDIT: maybe Axe is updating the contrast values so fast in the repeat loop, that the LCD can't update itself fast enough, so it BLOD's?
1148
« on: June 16, 2010, 04:58:18 pm »
idea: have an x and y velocity, and make sure they ALWAYS add up to 100. then when the user presses a key, you change one of the velocities, thus changing the other. so 50/50 would make the sprite move at a 45 degree angle, while 25 Y velocity with 75 X velocity would make the sprite move at a 22.5 degree angle. i'm not sure if the sprite would move at a constant speed though... you'd have to do some division tricks as well, so you can get good precision.
1149
« on: June 16, 2010, 04:39:50 pm »
sorry it kind of got hijacked... BSOD is a large deal.
1150
« on: June 16, 2010, 04:37:04 pm »
yeah, it's summer. all the math i learned last year (which included sin cos tan ) has been forgotten
1151
« on: June 16, 2010, 04:31:49 pm »
Suppose i have a sprite moving across the screen from left to right, and i want to press a button and it will make a large sweeping arc and change its direction 180°. this would be its trajectory: Start: ---->--- \ ) / ---<---- ^End
now i'm wondering how i could implement this in axe. keep in mind i want this to be free of any sort of gravity, so the sprite is moving at a constant velocity and all i want to do is change its direction.
1152
« on: June 16, 2010, 03:44:58 pm »
i had the same problem with getKey always returning 0 once. try to slow down your program, put like Pause 100 before the getKey and see if it registers. that worked for me.
1153
« on: June 16, 2010, 12:34:20 pm »
i'm using the world browser, it's really cool except it's like IE in the way it may display things incorrectly. for example, on omnimaga there's a random blank space at the top of the page. even facebook thinks it's an old version of IE: "You're using an old version of Internet Explorer to browse Facebook right now. Facebook will work better for you if you upgrade or switch to another browser. "
congrats on the 10,000th post DJ!
1154
« on: June 16, 2010, 11:52:44 am »
trust me, the games are kinda shabby there. most could be written fairly easily in VB. i don't know why it's 50 posts but you aren't missing out on much.
1155
« on: June 15, 2010, 07:50:26 pm »
"EXP→DispGraph Draws an arbitrary buffer at the pointed location onto the screen." what exactly does this do? i stored 0 to it, and got a nice plaster of RAM displayed on my screen, so i'm assuming you need to store something to L6 and it'll display that..?
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