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Messages - squidgetx

Pages: 1 ... 40 41 [42] 43 44 ... 123
616
TI Z80 / Re: My explosive contest entry
« on: May 17, 2011, 03:20:03 pm »
Looks nice, Builderboy. A worthy opponent....

617
The Axe Parser Project / Re: Bug Reports
« on: May 16, 2011, 06:15:31 pm »
A few suggestions/bug reports regarding the new version of Axe:

  • The nibble reading and writing commands have opposite endianness again. I would suggest changing p_NibSto to be big-endian like the reading commands currently are, since a lot of people complained about the nibble commands being little-endian. Which makes sense, because big-endian style is a lot better for things like reading from nibble tilemaps. Big-endian nibble order better corresponds with how hex data is added and displayed.
..Seconded. Please. Thank you. ;D

618
Computer Projects and Ideas / Re: Long Exposure Pictures from Video
« on: May 16, 2011, 06:05:23 pm »
Wow, that looks so cool. I'll hope to try it out later...

619
Axe / Re: Tilemapping Problem
« on: May 16, 2011, 05:40:54 pm »
Try this

Code: [Select]
{I*6+J+GDB1}->A

620
News / Re: Omnimaga 2011 Programming Contest, Part #1: Axe Parser
« on: May 16, 2011, 05:35:41 pm »
^^ You *can* make one on full mode, but then remember that you might lose votes from people who only have 83+s...But then you might gain votes because your game is so amazing because it needs 15mhz. Personally I'd try not to go into 15mhz unless there's extremely complex physics or stuff in 3D

621
News / Re: Omnimaga 2011 Programming Contest, Part #1: Axe Parser
« on: May 16, 2011, 03:29:16 pm »
Or like a scrolling space shooter where the character jumps on platforms instead of being a flying ship?
*cough Space Dash cough
...
Haha, anyway, sounds cool Ashbad, good luck

622
News / Re: Omnimaga 2011 Programming Contest, Part #1: Axe Parser
« on: May 16, 2011, 03:19:04 pm »
Seems like the competition this year is going to be a lot more intense...it's gonna be a good contest.

Ashbad, wouldn't a side-scrolling space shooter not quite fit into the theme? lol

As for me, I think I might have to go...
Spoiler For *puts on sunglasses:
...3D

...8)

I'll start a thread once the character physics get done

623
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: May 16, 2011, 03:11:46 pm »
This is definitely the best game on my calc :D, Good job  ;D !
Why, thank you :)
however, I found 3 bugs:
 - When you enter the dark cave in the pass, Sometimes when you enter a fight, the calc freeses. I had to pull a battery to recover.
This is the door that you found in the middle of the field, right? In the demo, that area is not yet coded, so walking around in there would cause bugs as you discovered.
- When I was walking around in the town you start in, The game crashed, and random crap apeared on the homescreen, and the cursor kept moving down (I had the same bug once in one of my axe games, so maybe it's a bug in axe itself). Pressing [clear] solved it too.
That happened to me once I think. So far I can't track down the cause...

624
ASM / MOVED: Twitch
« on: May 16, 2011, 03:09:04 pm »

625
News / Re: Omnimaga 2011 Programming Contest, Part #1: Axe Parser
« on: May 15, 2011, 09:29:24 pm »
I'm so in XD Too bad the theme is platformer/puzzle though, b/c I was contemplating making a tower-defense game. Oh well, I'll think of something else

626
General Calculator Help / Re: Calculator headphones
« on: May 14, 2011, 01:05:14 pm »
thepenguin77's application zStart has a function that enables headphones to be plugged into the calculator and have the calculator run normally :)

On a side note I got a 2.5-3.5 adapter today :DDDDDDDDDDDddasetw0e4896u 3

627
tiDE / Re: Stetson Progress
« on: May 12, 2011, 08:21:07 pm »
Woah, that looks really nice/useful. Feature-wise, can't think of anything right now, seems like you have most of it covered between the two lists

628
The Axe Parser Project / Re: Features Wishlist
« on: May 12, 2011, 08:18:31 pm »
I use all my symbols >8)

Anyway, sounds cool anyway. As for parentheses forcing, I think that it seems like a good idea, but I never close any of my pt-on('s for example....I think it is fine to leave it as it is. Last thing I want is to be hit with >9000 compile errors just because a bunch of Pt-On('s or Text('s were left unclosed :P I don't know, I'm sure it will definitely help some people  though. Maybe have it as an option?

629
Math and Science / Re: Calculus confusion
« on: May 12, 2011, 08:08:42 pm »
I'll assume that you've already been through the fundamental thm of calc, ie integral=antiderivative (more or less)

So basically, integrals are bitchy things to evaluate, and you have to try and figure out which method might be best for each problem (not like derivatives at all)...Some basic guidelines/methods (u and v are letters I will use to notate functions in terms of x)

-Power rule: you should know this one already, integral(x^n)dx=x^(n-1)/(n-1)
-property of addition: ie integral(a+b)dx=integral(a)dx+integral(b)dx
-factoring out constants: integral(a*u)dx=a(integral(u)dx)
-natural logs: integral(1/x)dx=lnx
-partial fraction decomposition: this is back from algebra, but you can use it to break large rational functions into natural log pieces
-u substitution. Let u= something and then solve for du and substitute appropriately.
For example, integral(x/(x^2+1))dx Let u=x^2+1 and du (the deriv. of u)=2x. Then, we can rewrite as integral(1/2u)du and solve from there (it becomes ln(u)/2, now substitute back in to get ln(x^2+1)/2)
-Product rule: simply, the integral of the product of two functions u and dv can be rewritten as uv-integral(vdu) (where dv is the derivative of v, etc)

630
Ash: Phoenix / Re: Ash: Phoenix
« on: May 11, 2011, 04:12:40 pm »
Eh, some good/bad news regarding comp issues

Bad: I/my parents have been too busy to put TI-connect onto this computer
Good: My regular computer will be fixed in about a week :)

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