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News / Re: An Omni TI book, 7 years in the making
« on: March 19, 2012, 04:08:46 pm »
I'm not sure what to say...
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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. 346
News / Re: An Omni TI book, 7 years in the making« on: March 19, 2012, 04:08:46 pm »
I'm not sure what to say...
Spoiler For Spoiler: 347
Site Feedback and Questions / Re: Nearly 2000 members - Omnimaga in March 2012« on: March 15, 2012, 07:26:41 pm »yep, 28 minutes and 5 seconds of it to be exact. 348
Site Feedback and Questions / Re: Nearly 2000 members - Omnimaga in March 2012« on: March 15, 2012, 07:22:01 pm »and 5 seconds to be exact. 349
Site Feedback and Questions / Re: Nearly 2000 members - Omnimaga in March 2012« on: March 15, 2012, 07:14:16 pm »
I am 2705
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Humour and Jokes / Re: Funny #omnimaga quotes (NSFW)« on: March 15, 2012, 06:54:37 pm »Quote [16:47:26] <+OmnomIRC> (O)<boot2490> leafy... are you always online? are you more than one person? 351
Humour and Jokes / Re: Pi day« on: March 15, 2012, 04:42:53 pm »
Kind of ironic that Einstein's birthday is on pi day...
* parser padwan runs
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Humour and Jokes / Re: Funny #omnimaga quotes (NSFW)« on: March 14, 2012, 10:14:14 pm »
Hey I remember that!!!
Spoiler For Spoiler: 353
Axe / Re: Need help with horribly coded platform engine« on: March 13, 2012, 11:02:09 pm »
First off, a few simple optimizations
Also, with a tilemap, you have a set spot in memory to store it. such as: (assuming we are using 8*8 tiles with no scrolling) GetCalc("appvTempTilE",96)->W <---- the tilemap is 96 bytes because the screen can hold 12*8 tiles. You also want to have all your tilemap pics in one place, so that the tilemap can draw them. For this, I will use Pic2. (this is assuming a 0 in the tilemap is empty and 1 and so on is various tiles) [0000000000000000]->Pic2 [sprite_when_tilemap_number_is_1] [more_hex_for_more_tilemap] [.........................] and so on and so forth until you have all the data you need for your tilemap. Secondly, you want to draw it. If you have a static tilemap, I would suggest drawing it to the back buffer and recalling it every frame. ClrDrawr For(A,0,11) A*8->C For(B,0,7) Pt-On(C,B*8,{B*12+A+W}+Pic2)r End End sorry, that was a little badly explained. EDIT: here's a small example: Code: [Select] .TILE
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Introduce Yourself! / Re: Hi Omnimaga! jhgenius01« on: March 13, 2012, 10:26:57 pm »Holy necropost batman.Not as bad as some from around 2005 356
TI-Nspire / Re: OSLauncher 3.1« on: March 13, 2012, 08:22:24 pm »
[offtopic]
your "O" is a little off, but that looks awesome +1 [/offtopic] 357
TI Z80 / Re: [AXE LIB] YAAM - Yet Another Axe Mapper« on: March 13, 2012, 07:38:30 pm »
I really like this, it speeds up programs up quite nicely.
However, when you have maps in which MX or MY is bigger than something like 110, it starts barfing. 358
Miscellaneous / Re: Rubber Duck Programming« on: March 13, 2012, 05:12:32 pm »
lol yeah lots of the time I have a question, then type it all up nice and neat, and then I realize the answer
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Other Calculators / Re: TI-Concours, a french programming contest for 68k/z80« on: March 13, 2012, 04:52:43 pm »
Also with the projects, does this have to be a NEW project, not one that we have posted/shown screenies of?
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Axe / Re: Axe Q&A« on: March 12, 2012, 10:18:57 pm »
Why does sin(1) return 3 and sin(3) return 11?
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