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Messages - nemo
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421
« on: November 26, 2010, 06:04:30 pm »
also, take me out of Axe and put Runer in. there's no way i could let myself be nominated for an award while someone who is so much better than me isn't.
422
« on: November 26, 2010, 06:02:17 pm »
how about adding an on-calc Utilities section, which don't include axe or shells, so that really helpful utilities, overlooked because of the grandeur of Axe or DCS, will gain recognition? for example, Runer112 made a brilliant sprite editor when axe was at version 2.5 or so, but probably won't be nominated because it's old.
423
« on: November 26, 2010, 05:46:57 pm »
wait it's Eeems not Eems?! they both sound the same... thanks for pointing that out though lol
424
« on: November 26, 2010, 05:43:28 pm »
if we have a "best programmer" award, we should have a best assembly programmer, best axe programmer and best basic programmer, because it's unfair to say an assembly programmer is better than a BASIC programmer because of game speed.
anyway, if we're nominating, here are my three for each:
asm: Kerm Calc84 Iambian
axe: Runer Sir Cmpwn Quigibo //they're all so equally good i don't know if i could pick just one...
Basic: Builderboy Eeems Ztrumpet
i tried not to nominate the same person for two categories. for example, i'd probably nominate Sir in both Axe/ASM, but i like to give other people a chance.
425
« on: November 26, 2010, 03:32:30 pm »
your teacher makes you memorize all of these?
my teacher taught us how to extract them off the periodic table.
also: some optimization:
:Text(0,0,"Alumnio Al(3+) :Text(7,0,"Amonio NH4(+) :Text(14,0,"Bario Ba(2+) :Text(21,0,"Calci Ca(2+) :Text(28,0,"Chumbo Pb(2+) :Text(35,0,"Cobalto(II) Co(2+) :Text(42,0,"Cobalto(III) Co(3+) :Text(49,0,"Cobre (I) Cu(+) :Text(56,0,"Cobre(II) Cu(2+)
to
For(Z,0,56,7 Text(Z,0,sub("Aluminio Al(3+) Amonio NH4(+) Bario Ba(2+) Calci Ca(2+) Chumbo Pb(2+)Cobalto(II) Co(2+)Cobalto(III) Co(3+)Cobre (I) Cu(+)Cobre(II) Cu(2+)",Z/7*[size of each substring],[size of each substring] End
426
« on: November 26, 2010, 03:31:02 pm »
i'm pretty sure you could put your whole game into a subroutine and it'd still run correctly. since when a subroutine is called all it does is just change a pointer (well, actually a register)to point at the beginning of the subroutine and start executing the code there until it reaches a Return statement.
427
« on: November 26, 2010, 01:47:17 pm »
JQ optimizes to either JR or the other jumping instruction depending on if the location is within range.
428
« on: November 25, 2010, 01:45:07 pm »
hello. i am making a game in java where there are physics as such that you can slide around. however, i do not have a good sliding image. attached is the spritesheet i am using. i need that character in a sliding pose. not like in a baseball game, just like he's coasting to a stop. also, if you want to add in a couple frames in the running animation sequence, then i would not be ungrateful (:
edit: and if you use paint and can't get transparency, just make the background white. edit2: they're 20x20 by the way.
429
« on: November 25, 2010, 12:29:53 pm »
Nice, but is it normal that I got this when trying to recall a string?
Dj, that is pretty odd. i have no idea what the problem is. if you recall the string in a program, it works perfectly, though. and there really isn't a reason to recall the string to the homescreen if you're using it for Axe anyway, so i don't think i'm going to investigate the problem. Ashbad, outputting a hex string as tokens or ASCII is the same because you're only using 0-9 and A-F, which have the same token/ASCII values. or in my case i'm also adding in a newline token for Downsider's ease of use. as for exporting the hex into a string, well, that's easy: GetCalc("Str1",32)->P "0123456789ABCDEF"->Str1 For(Y,0,7 For(Z,0,1 0->C->D For(X,0,3 e^(3-X)*pxl-Test(Z*4+X,Y)+C->C e^(3-X)*pxl-Test(Z*4+X,Y)r+D->D End {C+Str1}->{Y*2+Z+P} {D+Str1}->{Y*2+Z+P+16} End End
430
« on: November 25, 2010, 12:26:43 pm »
ASM programs are, essentially, hex. though i just realized it won't work because it'll try to read the prgmCOMPILED as source code.
431
« on: November 25, 2010, 12:23:33 pm »
yeong, no, drawing lines to the backbuffer isn't supported. also, i *think* Asm(prgmCOMPILED) should work. not sure. but implementing BASIC would be far more difficult.
two relatively simple requests: BCalls InsertMem, DelMem, where the variable's size field is automatically updated and it checks to see if there's enough RAM. Ex. InsertMem([POSITION],[SIZE]) returns 0 if not enough RAM or 1 if successfully added. same with DelMem.
432
« on: November 24, 2010, 06:41:24 pm »
yes, 8x8. edited in.
433
« on: November 24, 2010, 06:39:55 pm »
edits 8x8 sprites.
[2nd] to toggle the buffer pixel [Alpha] to toggle the backbuffer pixel [clear] to quit and export hex to Str1
hex is formatted like so: [(buffer hex)](newline)[(backbuffer hex)]
434
« on: November 23, 2010, 08:28:33 pm »
Most C compilers are written in C
except the first
435
« on: November 23, 2010, 04:27:56 pm »
yeah unfortunately my math teacher has a class set of non-graphing calculators... oh well.
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