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Messages - squidgetx
Pages: 1 ... 102 103 [104] 105 106 ... 123
1546
« on: October 27, 2010, 05:52:54 pm »
I'm playing Life. It sucks...
lol. I'm actually not really playing anything because I'm so busy. If I had more time I'd be playing Pokemon competitively online, breaking the TAS record for Pokemon Red/Blue, and playing Age of Empires 3 and Starcraft 2
1547
« on: October 27, 2010, 05:50:58 pm »
Do you mean that when you tell it to back up a program, and it goes through that whole "backing up" screen, it still doesn't work?
Also, what FinaleTI said
1548
« on: October 27, 2010, 05:38:59 pm »
argh! i have practice exactly at 7 so I won't be able to get on until tomorrow afternoon Oh well
1549
« on: October 27, 2010, 05:01:04 pm »
That happens to me all the time....my fingers now can press 2nd Enter Enter in less than a second lol
1550
« on: October 27, 2010, 04:59:41 pm »
ooooooh sounds...ingenious. I wonder how big the database would have to be...sort of reminds me of the concept of Scribblenauts. How many different weapons/items do you think you're going to have?
1551
« on: October 27, 2010, 04:54:29 pm »
You actually don't need the parentheses in the volume one. if you use the 3 symbol. Just 4/3piR 3 will do Yeah, these optimizations are small, but in BASIC every byte counts.
1552
« on: October 27, 2010, 04:51:23 pm »
:ClrHome :Menu("Choose Formula","Circle Area",1,"Sphere Volume",2 :Lbl 1 :Input "Radius: ",R :Disp RRpi :Pause :Goto 3 :Lbl 2 :Input "Radius: ",R :Disp 4/3pi(R^3) :Pause :Goto 3 :Lbl 3 :Disp "End...
1553
« on: October 27, 2010, 04:46:18 pm »
1554
« on: October 27, 2010, 04:42:14 pm »
for the Input R instruction, I would advise you to put in Input "Radius: ",R, which will make it look more professional to the users.
Also you don't need any of the multiplication symbols or parenthesis in that code, and ^3 can be replaced with 3
1555
« on: October 27, 2010, 04:30:28 pm »
What is the max number of labels you can have in a program? Because Runer112 was trying to help me optimize Nostalgia's menu routine and he said he got a ERR:MAX SYMBOLS. Is there anyway around this?
Seconded. I wanna know too One solution there is around this currently is to use the following type of code change: [hex]→Pic1 [hex]→Pic2 Pt-On(X,Y, Pic1) Pt-On(X,Y, Pic2)
to [hex]→Pic1 [hex] Pt-On(X,Y, Pic1) Pt-On(X,Y, Pic1+8)
Works with strings and regular data as well edit: wow ninja'd
1556
« on: October 27, 2010, 04:08:33 pm »
Does anyone know how many labels is the limit before we hit MAX SYMBOLS?
1557
« on: October 27, 2010, 04:04:43 pm »
Well I meant that z80, when you're talking about a programming language, usually refers to the stuff that is coded on the computer (calc84, Iambian, etc.) and runs really fast, but is super hard to code. TI BASIC is the oncalc language that is much worse than z80 assembly in terms of speed and graphics, but is a lot easier. So when I see z80 and BASIC put next to each other, I get a little confused. I know what you mean but for others it might be unclear (I know z80 also refers to the type of processor on the calc...and I thought the Nspire does ARM?)
1558
« on: October 27, 2010, 04:00:26 pm »
Oh, actually i was talking about the battle engine: when you are selecting a move before it would let you scroll all the way down the list you knew less than 8 techniques. So if you only knew 5 moves, the other 3 would be garbage/corrupted moves.
8 directional movement would be awesome if I could get it to work...on the other hand I think I'm going to be getting very close to the code limit with this project and the mapper runs fast enough so that you CAN hold down two arrow keys and move diagonally (right 1 square, up 1 square, right 1 square,etc.) so I think I'll only look at that later....
1559
« on: October 27, 2010, 03:56:26 pm »
z80 BASIC....means TI BASIC, right? You might want to change that since most people see 'z80' and read 'assembly' when in that context (I know I do), so they might get confused
1560
« on: October 27, 2010, 03:34:34 pm »
^Fixed now.
Progres is inching along; though I'm really busy this week so it should pick up speed by November. Move selection can now deal with <8 moves (before it couldn't) similarly to how the item system deals with <25 items. Also the interface for the battle screen has been polished, the enemy data is structured properly (no sprites yet though)and I've got pseudocode for the damage inflicting written out on paper. Hopefully by the weekend the damage code will be done and I can work on xp/lvl up, loot and battle sprites
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