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Miscellaneous / Re: Calculator or Computer language help
« on: December 03, 2010, 04:26:17 pm »
well, what have you programmed on a computer before we start giving suggestions?
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. 376
Miscellaneous / Re: Calculator or Computer language help« on: December 03, 2010, 04:26:17 pm »
well, what have you programmed on a computer before we start giving suggestions?
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TI Z80 / Re: Formulum: Texas Instruments Version« on: December 02, 2010, 05:53:13 pm »
what are you going to do if you want to square pi?
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Computer Programming / Re: Java Display Issues« on: December 02, 2010, 05:35:02 pm »
i assume your java version is up to date, right?
edit: or that the version of java on your laptop is the same as on your desktop. though i doubt having a newer version of java would matter, since java is very backwards-compatible. 379
Axe / Re: Need Help with Artificial Intelligence« on: December 02, 2010, 05:26:47 pm »
because i don't feel like asking a thousands questions, i'm just going to assume your maps are 8x12 tiles and i'm going to make up my own variables as i go along. i am assuming each tile is a byte.
Code: [Select] .the following variables you must supply. the rest will be calculated. 380
Axe / Re: Need Help with Artificial Intelligence« on: December 02, 2010, 04:45:51 pm »
and how is the data for the enemies stored? or do i just make them appear at random positions?
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Art / Re: full color sliding animation« on: December 02, 2010, 04:29:16 pm »
last bump.... maybe i'll go to a pixel art and drawing forum and post there
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The Axe Parser Project / Re: Features Wishlist« on: December 02, 2010, 04:23:00 pm »It may not be convenient since sometimes you may not want to backup every single sub-programs when debugging. For now you have to backup the files manually, one by one. maybe make it an option to back up subprograms 383
Axe / Re: Need Help with Artificial Intelligence« on: December 02, 2010, 04:20:34 pm »
smoothscrolling or not?
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TI Z80 / Re: Triangle Solver« on: December 02, 2010, 04:12:06 pm »
i got an 84%. i am not happy with this, but luckily my teacher recognized that everyone basically bombed the no-calculator part (my friend missed 14 of 16 possible points on that part) and she's letting us retake that portion. if i ace it, i'll be bumped up to a 98%, which i would be extremely happy with.
and FinaleTI, no problem. i imagine i'll be using it later on in life.. and i'd like it to display both triangles for the ambiguous case, but i had a 1000 byte goal to meet so i left it out ![]() 385
TI Z80 / Re: Formulum: Texas Instruments Version« on: December 02, 2010, 04:09:38 pm »
axe was made for games, so i highly doubt floating point will be added. and for things like raycasters which provide precision math, Runer has made slow but accurate sin/cos routines for pre-generated tables.
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Axe / Re: Ion Table« on: December 02, 2010, 03:38:54 pm »
Fix 1 - large font
Fix 0 - small font. make sure the calculator is in Fix 0 when your program exits. 387
Axe / Re: Probably a dumb question.« on: December 01, 2010, 06:06:43 pm »
there is not. Asm() is designed for assembly hex code
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TI Z80 / Re: Triangle Solver« on: December 01, 2010, 04:56:23 pm »
just Nemo is fine. thanks for the interest. unfortunately i think i didn't do well on the test. fortunately, she said it's the hardest one of the year though, so i'm not too unhappy about it
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TI Z80 / Re: Triangle Solver« on: December 01, 2010, 04:53:18 pm »
sorry i didn't see this. yeah, you can use it if i get credit.
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Metroid: Chozo Mission / Re: Metroid Chozo Mission« on: December 01, 2010, 04:45:35 pm »
yes this will work for large maps, as long as your offsets are correct. for example, if you had 3 maps each 120, 2375, and 8 bytes respectively, here's the code:
Code: [Select] Data(0,120,2495)->GDB1 or, if it's essential that you know the size of each map and not where the data starts:Code: [Select] Data(120,2375,8)->GDB1 not the most efficient code (i'll let you optimize it), but it works how large are your maps by the way? i mean.. it'll work for every map as long as all your map data is under 65535 bytes, which i'm assuming it is. |
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