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Messages - nemo

Pages: 1 ... 33 34 [35] 36 37 ... 82
511
ASM / Re: Quicksort in z80 (note: not by me)
« on: November 13, 2010, 08:47:26 pm »
O.o.  wow, Haskell is........short?

haha, it's a "Very High Level Language". and it has no iterative structures (aka, no for/while/repeat loops). just recursion. the first line of that code says "this function takes a list of any type that can be ordered, and returns a list of the same type"
the second line says "if the input is an empty list, return an empty list"
the third line says "with the inputted list, call quicksort with the lower half of the list as an argument, append the element being being compared against to that quicksortted call, and then call quicksort for the higher half of the list, and append that to the end."
i know.. the last line's confusing.

512
ASM / Re: Quicksort in z80 (note: not by me)
« on: November 13, 2010, 08:38:53 pm »
i'm sorry, but i can't resist posting a quicksort program in haskell:

Code: [Select]
quicksort :: (Ord a) => [a] -> [a]
quicksort [] = []
quicksort (x:xs) = quicksort [ a | a <- xs, a <= x] ++ [x] ++ quicksort [ a | a <- xs, a > x]

this is really cool to see it implemented in ASM, though

513
General Calculator Help / Re: Pgrm File Format
« on: November 13, 2010, 05:07:44 pm »
oh, and the type ID for a program is either 5 or 6. 5 for most programs, 6 if the program is protected.

514
General Calculator Help / Re: Pgrm File Format
« on: November 13, 2010, 04:33:02 pm »
i believe the first two bytes are the number token bytes in the program, and then the rest is the data of the program.

515
Other Calc-Related Projects and Ideas / Re: [Suggestion]: Exit Path
« on: November 12, 2010, 09:52:57 pm »
Has anyone tried the multiplayer on this?  It's pretty awesome.

yep. and i'm a level 41 Grandmaster on it. whether you win or not is largely based on your connection speed, though. that and how many tricks you know.

516
Introduce Yourself! / Re: My Introduction
« on: November 12, 2010, 01:39:55 pm »
welcome to omnimaga!

as deepthought pointed out, you definitely want to check out TI Basic Developer (TIBD is what its usually referred to). a ton of neat optimization tricks can be found there for TI-Basic. As for whether to learn BASIC, Axe or ASM, i'd definitely suggest either BASIC or Axe to start. if you're confident with data and pointers in C/C++, i'd go with Axe because Axe has those concepts. if you are shaky with dealing with raw memory and the terms byte, bit, nibble, data pointer, word, hexadecimal and binary aren't well-defined in your head, i'd definitely go with TI Basic. with Axe you can easily clear the RAM of your calculator. Axe is the type of language that gives you access to several KB of memory to play around with however you choose and assumes you generally know what you're doing. TIBASIC will nearly never crash (you'd have to be trying really hard to make it), and all programs can be interrupted by pressing [On].

517
Axe / Re: Routine Thread Index
« on: November 12, 2010, 11:57:43 am »
i have a question about Sir's program writeback routine. what exactly does that do? does it take a program in the vat, allow you to edit it, and then you can re-save it into the vat?

518
The Axe Parser Project / Re: Features Wishlist
« on: November 10, 2010, 07:47:06 pm »
I think something like E89F0→°A would be great. It should be a quick addition to Axe, and Quigibo could still keep the current values as default values and maintain backwards compatibility :)

And as for using addresses in For( loops, I don't think that's a good idea. It's not backwards compatible, as you mentioned, and it'll confuse TI-BASIC programmers who are used to having a var in For(.

For(ADDRESS,start,end)r

problems solved? that is, if quigibo feels like implementing it

519
Ash: Phoenix / Re: Move Ideas/Suggestions
« on: November 10, 2010, 05:53:21 pm »
Name: Kir Royale
Class: Spirit
Damage: 15
Boosts: All
Lowers: None
Heal: -50%
MP Damage: 100%
Accuracy: 35%

sounds like a "last stand" kind of move.

520
Ash: Phoenix / Re: Move Ideas/Suggestions
« on: November 10, 2010, 05:38:58 pm »
Name: Skull Split/Smash
Class: Warrior
Damage: 12
Boosts: Attack
Lowers: Defense
Heal: 0
MP Damage: 0
Accuracy: 75%

521
Ash: Phoenix / Re: Move Ideas/Suggestions
« on: November 10, 2010, 05:27:42 pm »
Name: Hellfire
Class: Mage
Damage: 13
Boosts: Magic Attack
Lowers: N/A
Heal: 0
MP Damage: N/A (i'm leaving this up to you since i don't know the number scale as well as you do)
Accuracy: 85


Name: Permafrost
Class: Mage
Damage: 4
Boosts: N/A
Lowers: Magic Defense, Defense, Speed
Heal: 0
MP Damage: N/A
Accuracy: 95%

Name: Tempest
Class: Mage
Damage: 15
Boosts: N/A
Lowers: Defense
Heal: 0
MP Damage: N/A
Accuracy: 85%

edit:

Name: Revival
Class: Undead
Damage: 0
Boosts:Attack, Defense
Lowers: N/A
Heal: 50%
MP Damage: N/A //high
Accuracy: 90%

522
Ash: Phoenix / Re: Move Ideas/Suggestions
« on: November 10, 2010, 05:22:17 pm »
does it have to be exactly 12 characters?

523
Miscellaneous / Re: I'm swamped.
« on: November 09, 2010, 07:22:25 pm »
-Study/Homework
-Learn some java
-Work on a secret calculator project
-?????
-profit!

524
Other Calculators / Re: Our Current Problem
« on: November 09, 2010, 07:19:33 pm »
Which post? ???

Do you mean SirCmpwn's post that was purposely intended to discuss about the purpose of this topic, defeating its purpose?

the first one. when i said post i meant to refer to the whole topic in general.

525
Other Calculators / Re: Our Current Problem
« on: November 09, 2010, 07:16:42 pm »
And i don't think there is any issue with this being locked.  Any objections?
Objection.  That would defeat the entire purpose of this post.

which begs the question, what was the entire purpose of the post? purely to compare cause and effect of course, no implications.

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