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Messages - nemo

Pages: 1 ... 57 58 [59] 60 61 ... 82
871
Axe / Input Routine
« on: August 06, 2010, 08:07:44 am »
I remember i put a request in the features wishlist topic for a command in axe that's equivalent to Input in basic. I got a few responses saying there were already existing routines that do this. could someone post one of the existing routines in axe?

872
KnightOS / Re: KnightOS
« on: August 05, 2010, 11:31:39 pm »
well, i'm pulling for a TI Basic-like language for KOS. one last question before i go to sleep, could it be possible to have both KOS and the TIOS on the same calculator, and then choose which one to boot at startup? just like a partitioned hard drive. i don't see it happening due to the drastic differences in the way the two OS's allocate memory, but i thought i should ask.

873
KnightOS / Re: KnightOS
« on: August 05, 2010, 11:20:53 pm »
will there be an interpreted language that you can edit on-calc, like TI-Basic? That would be pretty cool to have.

874
OTcalc / Re: Let's build our own calculator!
« on: August 05, 2010, 11:15:54 pm »
what processor? keep it z80 for ASM compatibility or go ARM for more speed and Nspire compatibility?

875
TI Z80 / Re: Plot Drop
« on: August 05, 2010, 04:52:38 pm »
i think he's using 3 plot-tokens and then pxl-off('ing the center pixels.

876
ASM / Re: OFFBY1
« on: August 05, 2010, 01:56:23 pm »
RAM clear, i assume

877
TI Z80 / Re: gRaviTy
« on: August 05, 2010, 10:21:51 am »
I was, but not by me.  I have something else to code and release this week... ;D

*coughexoduscoughcoughexoduscough* yes?!

hmm, i think i have a few neat ideas if i were to remake it. Raylin, do i have your permission?

878
TI Z80 / Re: gRaviTy
« on: August 05, 2010, 10:16:06 am »
i like it! i'm not very good though. i could barely get past world 2.

anyone else thinking axe remake?

879
KnightOS / Re: KnightOS
« on: August 05, 2010, 09:43:03 am »
What about the calculator's true purpose, though :D

hmm... depends upon Knight's functionality then. I remember Sir did say that a CAS was something he hopes to implement. doubt it'll be in an alpha or beta though. hopefully enough math features will exist to get by. depends on how math-intense Trig will be for me as well.

Sir, will equation graphing and tables be implemented in the possibility of a beta?

880
KnightOS / Re: KnightOS
« on: August 05, 2010, 09:17:08 am »
i know it's hard to set release dates, but do you think you'll release an early alpha version sometime before the new year? it'd be cool to use it during the school year  ;D regardless, nice progress. keep up the good work!

881
The Axe Parser Project / Re: Axe Talk
« on: August 04, 2010, 03:53:43 pm »
i'd rather the talks be on friday or saturday. tuesday's best besides that.

882
General Calculator Help / Re: Raylin's Rules for Making RPG's
« on: August 04, 2010, 11:21:18 am »
no problem meishe.

EDIT: Damn, ninja'd again.

lol (: sorry about that Raylin

883
General Calculator Help / Re: Raylin's Rules for Making RPG's
« on: August 04, 2010, 11:18:05 am »
since you established u+u = "11" (notice the quotes, it's a string.), what's expr("11")?

edit: if you're looking for the answer two, try this code:

expr(u)+expr(u)

884
General Calculator Help / Re: Raylin's Rules for Making RPG's
« on: August 04, 2010, 10:45:57 am »
While we're on the topic of Vars, DO NOT use Y while working on the Graphscreen!

wait.. why not?

885
General Calculator Help / Re: Omnimaga's rules for making platformers
« on: August 04, 2010, 08:38:41 am »
edited in the new rules.

6 is more of a preference for me, but i thought i should add it so people could find builderboy's physics tutorial if they were having troubles. true DJ, in BASIC it's harder to  compress maps and keep speed than in axe/asm. i edited that in (:

edit: i'll attempt to compress the metroid II maps, but no promises there. it'll be hard.

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