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Messages - simplethinker
Pages: 1 ... 3 4 [5] 6 7 ... 47
61
« on: December 17, 2009, 11:34:19 am »
I like the new mod I'm just throwing this out here, and hoping that it isn't necessary : please don't post just for the sake of being on the "top 10 ___ today" lists.
62
« on: December 17, 2009, 10:15:07 am »
The new layout looks good (and I'm not an "it" anymore ). Would it be possible to eventually add a full disassembler? I'll see if I can find a good unix compatible one, and if not we can always bug Mapar to finish (or start?) the one he was talking about a while ago.
63
« on: December 16, 2009, 08:19:47 pm »
No I meant using Celtic III to make a patching system for basic programs
Ah... then nevermind It sounds like a good idea then
64
« on: December 16, 2009, 07:39:43 pm »
If you mean doing this on-calc, then things could get horribly messy. Even if the change only adds/removes a single byte, it could (most likely would) mess up every single label after it (which are just addresses), so the patching program would have to modify nearly every single jump instruction in the code. Compiling Celtic3 actually isn't that bad, so if we know what needs to be changed we can easily apply it and then recompile, and then send the whole app to the calc
65
« on: December 15, 2009, 12:20:02 pm »
Hi Ace, and welcome to Omnimaga Currently I'm lazily working on an MMORPG and a little utility thing, but don't expect any releases for a while, I work slow. d:
What kind of MMORPG is it? And here are some complementary Omnimaga peanuts
66
« on: December 15, 2009, 12:07:22 pm »
Could the ROM be stored in a cookie on the person's computer? It would be a huge one (a few megs), but I think it would technically be legal
67
« on: December 15, 2009, 12:03:29 pm »
I think the NPC trainer's directions are necessary (but other ones you just talk to don't matter), but the player's direction doesn't matter too much.
68
« on: December 10, 2009, 03:31:59 pm »
I believe the first mention of the lobster was this topic. Also, you guys are forgetting about the snjwffl!
69
« on: December 09, 2009, 07:45:21 pm »
It looks good {AP} I always sucked at Simon Says though I made this in Pre-cal class while I should've been taking a test. Made in a little under 1.5 hours. 1.5 hours for a math test, that's awesome! j/k (I know you did more work out of class)
70
« on: December 09, 2009, 11:58:32 am »
NOOOOO That's spelli's job!
I kind of took over the peanut-giving since I had spelli shot in a back alley spelli left... [edit] It appears I didn't give them out in this topic either...
71
« on: December 08, 2009, 08:54:51 pm »
I must say, I've always wanted a game where the object is to destroy the world instead of save it! This sounds promising
72
« on: December 08, 2009, 04:39:22 pm »
Welcome to Omnimaga XtrackterX
73
« on: December 08, 2009, 04:36:29 pm »
Hi, and welcome to Omnimaga Here are some complementary peanuts On a side note, one way to always clear RAM is with AsmPrgmC7. It makes the calculator think you pulled the batteries so it resets
74
« on: December 08, 2009, 04:14:31 pm »
Great job Galandros I tested the files I use to test my .8x* converter and they all unsqished fine. simplethinker for its immediate reply with information about the *.8xp file format. I'm sure this is nothing, but I'm referred to as "it"
75
« on: December 06, 2009, 01:34:35 pm »
For anyone who wants to do this, here's the information on .8xp formats: - First 74 (0x4A) bytes are the header, so they're junk for this - Next two bytes are the "AsmPrgm" token (BB 6D), which should be skipped - Actual program data - Last two bytes are the header checksum, so they're junk Basically all that needs to be done is strip the first 76 and last two bytes of the .8xp file and you're left with the hex data.
[edit] I just noticed I said the last two bytes were the "header", which are actually the checksum.
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