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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. 272
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: Game Boy Emulator« on: June 17, 2009, 06:22:24 pm »
Looks good. I love "potentially askable questions"
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Other Calculators / Re: How you started programming« on: June 17, 2009, 04:59:38 pm »That's something I forgot to mention. I really hate this trend of being cheap and using CDs instead of books for things. Luckily, this started after I finally got a decent computer (in 2001!) with a CD-ROM drive. Else, I would have been screwed (and ticked!) as far as getting the programming reference info I needed.At least there are CDs. My mom got a new laptop recently. There was no manual, nor a CD. This meant she would have needed a working computer with a working internet connection if she had any problems setting up the computer 274
TI-BASIC / Re: Xlib-CelticIII TILE MAPPINGGGG!!!« on: June 17, 2009, 04:30:36 pm »Okay, so i'm trying to make a platform game. and making a matrix to store the map in the program.. is very very large. And im pretty sure Strings would be easier. so here are my questions/options "Binary string" isn't quite the best choice of words. For a tilemapper, each sprite is represented by a number, which is the entry in the matrix for xLIB's tilemapper. Celtic III's string tilemapper uses the elements of the given string as these numbers. It allows you to use tiles numbered from 0-255. If you were to use base-10 numbers in the string, you would need three digits for element. By converting those numbers to hexadecimal you make it two digits for each element (thereby cutting 33% off the size). Each number from 0-255 also designates a token on the calculators, so by using those tokens instead of hex digits you're again cutting one digit per element. This string of tokens (or "binary string") requires one byte per element, whereas the "hex string" requires two bytes, and a decimal string would require three bytes. Does that make any more sense? 275
General Calculator Help / Re: Screen Shots« on: June 16, 2009, 09:48:01 pm »How can you take animated screenshots on the calculator? I know you can take at each stage of the program execution etc. with screen capture, then run them all into a gif, but there's gotta be a better way. Doesn't there?Many people use an emulator (such as WabbitEmu or PindurTI) that has built-in screenshot recording. 276
Introduce Yourself! / Re: Another hello from ticalc.org« on: June 16, 2009, 08:28:45 pm »
Welcome to Omnimaga TravisE! Now we really have some pull over at ticalc.org...
Oh, and here are some complementary Omnimaga peanuts 277
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth« on: June 15, 2009, 10:49:28 pm »
Good luck
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Other Calc-Related Projects and Ideas / Re: Crimson warfare the ti game« on: June 15, 2009, 09:55:04 pm »Yeah. i just finally realized Geekboy's .. Skill level shall we say? and it's basically what mine was.. about just 1 month ago, so very very close to my skill level.. And my skill level isn't all that great either.. so this project is going to take a loooonnnggggggg while.Everyone's got to start somewhere! 279
Pokémon Purple / Re: Pokemon Purple« on: June 15, 2009, 05:20:08 pm »
That's great to hear! So most of the archived programs survived?
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The Blue Platform / Re: Platform Game Engine« on: June 13, 2009, 09:37:20 pm »you know.. I think Geekboy has his calculator's ram cleared.. the most.. Just working on the 1 prgm we weremaking.. which took like.. 20-30 mins. he cleared his ram like.. 2-3 times.. even though we wern't running the prgm.. thanks!Ahem Some new stories? 281
TI Z80 / Re: BBC Basic Tetris« on: June 11, 2009, 08:30:50 pm »
It looks great Builderboy! Now I'm tempted to try out BBC Basic...
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News / Re: Contest« on: June 11, 2009, 08:15:07 pm »What about routines? If I borrow routines from previously-released work (so long as its my own) and use them for a brand new game? Furthermore, are we allowed to use routines that are staples of asm programming, such as ionfastcopy?1) Borrowing routines from your previous work should be fine. I'll have to discuss this with the other judges though, so it could change. 2) Routines from Ion and MOS are acceptable, as they've become standard components of Asm programming and are accessible to everyone. 3) Applications are fine. 4) It has to be a playable game, so you can't submit just an engine. 283
Introduce Yourself! / Re: Hello, Onimaga!« on: June 08, 2009, 06:04:50 pm »
Hi Calculatorer! And (a belated) welcome to Omnimaga
And here are some complementary peanuts: 284
Other Calculators / Re: Is TI-Connect really THAT Bad?« on: June 08, 2009, 05:20:11 pm »
To change data in ROM (the flash archive on the TI calculators), it first must be cleared, which is accomplished by applying a large voltage to a part of the chip to set/reset some connectors/links. Then, another high voltage is applied to the necessary "links" to set them. You can probably figure out how it can get worn out. But that takes a ton of writes, and you probably won't get to the limit where damage occurs during the lifetime of your calculator.
I see. but it wouldn't be possible to run purely on ram would it? cause im guessing the TI-OS in archive..The ROM page that the TI-OS is on rarely gets modified, so you shouldn't need to worry about the OS getting 'worn out'. 285
Art / Re: Sprites needed« on: May 28, 2009, 12:02:41 pm »
As long as the post is relevant and directly related to the topic it should be fine (sort of like DJ's 5 year necropost
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