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Messages - nemo

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736
TI Z80 / Re: Program request. Drawing of pictures.
« on: September 26, 2010, 11:32:30 pm »
i mean, i suppose it's possible. but it would be an insane program to write. the first part i think you'd have to do is scroll through every column to see if every pixel is black, and then tell the program to grab the token Vertical out of a large string, then do the same for rows... it would take an insanely long amount of time on a calculator. it would have to be an assembly or axe program, as basic would take millenia to complete. personally? i would make a computer program to brute-force it. something on-calc would be slower than if you just transferred the picture to the computer, ran a computer program on it, and then transferred the output back.

737
TI-Nspire / Re: Would an NES emulator be possible on nSpire?
« on: September 26, 2010, 07:28:32 pm »
:o Contra works! And Megaman!

screenshot? this is an amazing project... nice work goplat!

738
News / Re: New Exodus beta (v0.95) out
« on: September 26, 2010, 12:49:52 am »
lol yeah, it's possible to beat. albeit very tricky (: there was another level that stumped for awhile.. i think it was 15? it came right after the levels that were in the previous beta.

739
News / Re: New Exodus beta (v0.95) out
« on: September 25, 2010, 11:05:55 pm »
playing it now :)
edit: finished. oddly enough, the level that gave me the most trouble was my own: impos :(

740
The Axe Parser Project / Re: Features Wishlist
« on: September 25, 2010, 02:16:34 pm »
is there any chance that bitshift operators will be implemented?

741
TI Z80 / Re: Falldown
« on: September 24, 2010, 06:29:46 pm »
will you include the source?

742
Miscellaneous / Re: Vasectomy Tomorrow
« on: September 23, 2010, 08:19:03 pm »
but.. why?

743
Art / Re: Sprites, Please?
« on: September 22, 2010, 08:02:23 pm »
Code: [Select]
"                                       .one space
For(A,0,15
Ans+sub("0123456789ABCDEF",sum(seq(2^(3-B)pxl-Test(iPart(A/2),B+8fPart(A/2)),B,0,3))+1,1
End
sub(Ans,2,16

i think this is the smallest way to get an 8x8 sprite to hex in basic. written by yours truly. it's probably the slowest too, though. but speed is negligible in this situation, i think.

744
Axe / Re: The input Command
« on: September 22, 2010, 06:59:06 pm »
i know this isn't an explanation of the input command (i haven't used it very often myself), but here's a snippet of code that may be of interest. it reads a 2-character long string, converts it to a number and stores it into variable A. note that the only values this will work with is 0 - 99.

Code: [Select]
{input}^r->A/256-48*10*(A>255)+(A^256-48)->A

745
XDE / Re: XDE
« on: September 21, 2010, 10:33:47 pm »
when you say sprite editing/inserting, would this be 2-4 level grayscale, and the hex code is just placed into your program after you finish editing it?

746
TI Z80 / Re: The most in-depth innovative BASIC game... in one program.
« on: September 21, 2010, 10:31:38 pm »
Donut Quest http://www.ticalc.org/archives/files/fileinfo/394/39494.html and it's level editor http://www.ticalc.org/archives/files/fileinfo/394/39495.html .  This is a wonderful game, and it's amazingly versatile and complex.  To all of you, if you haven't tried this wonderful Basic Game, try it now! ;D

remember when you showed me this?

well.. i finished it in about 2 hours (: the last level i don't even remember what i did.

747
Official Contest / Re: [BULLETIN] Cage Matches
« on: September 21, 2010, 10:29:36 pm »
may we suggest possible challenges here as well?

748
TI Z80 / Re: Meishe91's Tunnel
« on: September 21, 2010, 09:54:35 pm »
yeah.. i just scored 500 by placing the cursor at the right side of the screen and then forgetting about it for a bit. anyway; here's a 295 byte version:
Code: [Select]
:DelVar {L1}16→dim({L1}
:1→B
:6→S
:5→A
:8→X
:10→W
:5W→J
:DelVar H1→L
:For(F,0,6
:Disp "
:End
:Repeat 0
:X+sum(DeltaList(getKey={24,26→X
:"**************
:Disp sub(Ans,1,A)+sub("      ",1,S)+sub(Ans,1,W-A
:min(W-1,max(1,A+randInt({-}1,1→A
:Ans→{L1}(L
:17-W+Ans→{L1}(L+1
:Output(1,X,"V
:Output(8,1,H
:If X={L1}(L+2-16(L=15)) or X={L1}(L+3-16(L=15
:Stop
:L+2
:Ans-16(Ans=17→L
:H+B→H
:If Ans>J
:Then
:max(1,S-1→S
:min(14,W+1→W
:4J→J
:B+1→B
:End
:End

all i did was eliminate the need for Str1 by replacing it with ans, changed a few things to Ans (speed optimization) and added getKey as part of the movement code statement.

by the way.. if you can get collision detection to work without the list, you'll save a ton of memory.

edit: it'd be really cool if you had a snippet of inline ASM to get the byte at which the V is. then it's not pure basic.. but still. otherwise you need a  112 external string variable... and managing that would be slow and memory consuming. it'd be slower, but i suggesting instead of using Disp, using Output. it makes collision detection so much simpler.

749
TI Z80 / Re: Motherload
« on: September 21, 2010, 08:04:28 pm »
half-nibbles allows for 4 tiles. air, ground, and 2 minerals? that's not a very exciting game.

mind you, even with nibble compression being 8192 bytes, imagine the RLE compression on that beast. most of the level is just ground. i think you'd at least cut it down to 6K, with reckless coding.

750
Axe / Re: Wait For Keys
« on: September 19, 2010, 09:03:46 pm »
getKey(0) is just really fast.. so without any pause between checking getKey(0) will mess things up. you should be okay with this:
Code: [Select]
While getKey(0)
Pause 3
End

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