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Messages - simplethinker

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76
General Calculator Help / Re: Calculator won't turn on...
« on: December 01, 2009, 04:43:33 pm »
Won't pulling that clear all memory?
It will clear all RAM, but not archive (or OS).

77
News / Re: Fewer people, but more programs?
« on: December 01, 2009, 04:37:16 pm »
What if we don't release any information on what the contest actually is until the start of the contest?  If they just so happen to have a great program that fits the category, then... well, we're screwed and just have to hope they're an honest person :D

78
TI Z80 / Re: Sprite/tileset Editor- need input
« on: November 30, 2009, 05:34:34 pm »
Mhmm, will it be possible to edit multiple sprites at once? Like, an entire tilemap from a picture, for example?
I might be able to do something like that, such as editing a few tiles at once.  Being able to do an arbitrary number would be tricky, and I don't think I would be able to organize the screen reliably.  If you want to be able to do an entire tileset in a picture, it would be probably easiest (for me :P) to use the picture editor and I can add an option for it to split the pic into separate tiles.

For full tilesets, I was planning on letting the user arrange them in a picture (drag-and-drop) themselves.  Would that work?

Earlier in this thread cooliojazz suggested a preview of a 4x4 (or some other number) map of itself.  I could modify it so it shows a map of the tile surrounded by other tiles, so you can see how it connects to the others.

Add an optional greyish light grid, 4x4 would be excellent.
I think I know what you mean.  I've attached a picture of what I have (ignore the bright red background, but the more closely-spaced blocks are carrying over to the actual editor).  Since the grid has to be visible when surrounded by both gray and black, I had to add a blueish-redish tint.

Quote
Also for tilesets keep user friendy when there is need to move tiles around. I hate the work to move tiles around in Graphics Studio...
How does Graphics Studio do it (I've never used it before), and how do you think I should do it?  I was just thinking of drag-and-drop with the option to either swap two tiles, or insert a tile between two others.

79
TI-BASIC / Re: The best list compression method?
« on: November 28, 2009, 11:34:12 am »
I have a list of exactly 384 elements.
Said list is ~3900 bytes.
Compressed into complex numbers is ~1950 bytes.
What kind of elements are you saving (integers, decimals)?  The most efficient type of compression to use will rely on that.

In general, to get the most out of list compression it helps to understand how the calculator stores certain things:
1) Real numbers are always exactly 9† bytes, and store exactly 14† digits.
2) Complex numbers are nothing but two real numbers put together; they're 18† bytes and can store two 14-digit numbers.
3) Lists are just a bunch of real/complex numbers stored sequentially.  A four-element real list will be 4*9=36† bytes; a two-element complex list (basically four numbers) will be 2*18=36† bytes.
3b) There is no such thing as a list with real and complex elements; if a list has one complex element, then every other element is treated as such and takes up 18 bytes, even if they have no imaginary part.
4) Matrices are basically lists.  An NxM matrix is just an N*M element list of real numbers, so a 4x5 matrix is 4*5*9=180† bytes.
4b) The OS doesn't support complex values in matrices, only real numbers.  The reason for this is probably that matrices can quickly grow to over 10KB without the user realizing it, so doubling the size to allow for complex numbers would kind of suck.

Considering (3) and (3b), how did you use complex numbers to halve the size of the list?  By adding complex list elements, you'll halve the number of elements, but the remaining ones will double in size.

†This is for the data itself.  For an actual variable (e.g. L1 or A), there are a few extra bytes containing the variable name and some other stuff.


To get said 384 element list:
Code: [Select]
99binomcdf(127,0->L1
augment(L1,L1
augment(Ans,L1->L1
0

If you want a 384 element list of all 99's, you could just use (assuming you want L1):
Code: [Select]
:384→dim(L1
:Fill(99,L1
This also has the nice effect of not storing the result in Ans, so you don't need double the spare RAM :)(however, storing the dimensions of the list does modify Ans).


Matrices can be multiplied by a (real) number, but you can't add number to one.

80
TI Z80 / Re: Sprite/tileset Editor- need input
« on: November 28, 2009, 10:51:26 am »
I suppose a picture of what this actually looks like might be useful :).  I haven't updated the menu/sidebar for a while, so there actually is more than just clear and reset ;)

81
Other Calculators / Re: Protected Programs
« on: November 27, 2009, 12:40:48 pm »
Considering all of the ways to easily unlock programs, I think that using it to protect your code has become pointless :(  However, since it prevents an error from giving the option to goto the code, it significantly reduces the risk of someone accidentally breaking the code.

82
TI Z80 / Re: Sprite/tileset Editor- need input
« on: November 27, 2009, 12:20:46 pm »
There are two things I'm looking for input on; see below.

Notes:
With the way I've programmed the undo/redo, the undo depth is determined by a global constant, so as long as you guys promise not to look at the code (or at least the section where I abuse global variables) I'll add an option for the user to change the undo depth ;) (the reason I was wondering about how many are needed is that I forgot computers have hundreds of megabytes of RAM and not two dozen kilobytes XD).

Some more things I'm planning on:
- Tilemap editor (I already said this, but it was sort of hidden in the first post)
- A picture editor (probably separate program, but the engine should be nearly the same)
- Manually organize the tiles for exporting as a picture
- Different "brush" sizes/types (see below)

Things I might add:
- Non byte-wide tiles (depends on whether I can figure out the bitmap format for them)
- Grayscale (if I can figure out the relevant bitmap format).  I could probably have it export them as multiple sprites representing the masks

"Below":
1) About the brush sizes/types: what should I have besides something that fills/clears pixels?  Right now, the brush only does one tile, and left-clicking darkens it, and right-clicking clears it.  All I can think of right now is having larger sizes, and I'm not sure about shapes (keep in mind most tiles will probably be no larger than 16x16).

2) What kind of whole-tile operations should there be?  As of right now, there is:
- Reset back to what it originally was
- Clear the whole thing
- Invert the colors
- Rotate
- Flip
- (others?)

83
TI Z80 / Re: {AP} Map Maker v0.8 (to be editor)
« on: November 27, 2009, 11:50:09 am »
It looks awesome {AP}, great work! ;D

84
News / Re: Fewer people, but more programs?
« on: November 27, 2009, 11:46:43 am »
I don't think the key factoring was the largest cause of the increased projects, since many were started before the factoring was made public, but I think it did help keep things going.  Looking through the "Fun Number Theory Facts" on UTI there were many names I hadn't seen in years, and (at least at UTI) there was a huge spike in registrations.

85
Introduce Yourself! / Re: Sup
« on: November 17, 2009, 05:06:22 pm »
Hiya Bones178, and welcome to Omnimaga ;D

Here are some complementary peanuts

86
TI-BASIC / Re: Any reliable way to tell if a numbe is an integer in BASIC?
« on: November 17, 2009, 05:03:08 pm »
I'm thinking this is a problem with the binary encoding they use for floating point numbers.
Actually, floating point numbers aren't stored in binary but in binary coded decimal (BCD).  The format is similar to scientific notation.  The first byte stores the sign (and whether it's real/complex), the next stores the exponent, and the next seven store 14 of the decimal digits (two digits in each byte; note that only 10 of 14 digits are ever displayed).  For example, 3.1415926535897 is (ignoring the sign and exponent) stored as "31 41 59 26 53 58 97" (in hexadecimal).

The problem most likely lies in the computation of the cube root, which apparently is only accurate to 12-13 places (in this case), leaving at least one non-zero digit (for the cube root of 64, the calculator produces 3.9 99 99 99 99 99 99).

[edit] Actually, this is the reason why it calculates more digits than it displays.  The extra digits are "guard" digits to account for rounding errors.

87
A FX-7000G manual is next to the FX-7700GE one but is impossible to see in the picture.
Do I get a cookie for finding it?

88
Wow o_o  I'll never complain again (unless you're not on IRC :P)

89
Other Calculators / Re: Miscellaneous Programs
« on: November 14, 2009, 02:12:41 pm »
Strange real(8->K gives a syntax error in my TI-84+SE
:real(8
:Ans->K
//this does not gives error
Though xLIB/C3's getkey commands put the result in Ans, it doesn't actually return the result.  It's similar to the List->Matr command, since it updates a variable without modifying Ans.

90
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: November 12, 2009, 04:39:26 pm »
It's looking better and better ;D

Could you have a "run" option that moves the two pixels instead of one?

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