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Messages - squidgetx

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661
Axe / Re: Program freezing at the end
« on: April 04, 2011, 07:26:17 am »
Or you can, at the cost of 900 bytes in the size of your program, store your data inside instead :)
Code: [Select]
.header
Zeroes(900)->theta
....
Now use theta instead of L2

662
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: April 03, 2011, 10:28:28 am »
Nice to hear progress, and I hope the assembly isn't too much of a pain :)

663
Humour and Jokes / Re: OS 2.71 Released
« on: March 31, 2011, 07:23:01 pm »
Weird, it's 2.55 for me too. Did TI remove it from their website or something?

664
Axe / Re: Slope Physics Tutorial
« on: March 31, 2011, 05:33:34 am »
After talking to builderboy a bit I think I can add another section this afternoon. Also deep can I steal that idea of using a square sprite for something I'm working on?

665
The Axe Parser Project / Re: Bug Reports
« on: March 30, 2011, 05:51:14 pm »
Are you using IE?

666
Axe / Re: Slope Physics Tutorial
« on: March 30, 2011, 03:21:34 pm »
Well, I increment X by the calculated velocity every frame, but the Y position is simply changed every frame to the height of the slope. Theoretically the y position *should* change by that much anyway, but I made it act that way for speed and accuracy.

And if anyone is wondering how I got over that hill, it's because I increased gravity while on the left slope :P

667
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: March 29, 2011, 08:13:27 pm »
what...that's massive..although i shouldn't talk as a:p broke 200k long ago. but that's uncompressed. are you really compressing? and what do you need so much code for ??? you have an arpg battle engine which I would think is smaller than mine...(my battle engine is ~10k)

668
TI Z80 / Re: Tio
« on: March 29, 2011, 07:59:58 pm »
It would only be SMC if you were referencing a pointer to within the program. Like...
Code: [Select]
Zeros(100)->W
.....
1->{W}
...

669
Music Showcase / Ride
« on: March 29, 2011, 07:41:49 pm »
Ride; composition #3 :D

Drums/guitar/piano/bass again. let me know what you think. LMMS ftw :D

http://www.omnimaga.org/index.php?action=downloads;sa=view;down=643


670
TI Z80 / Re: Tio
« on: March 29, 2011, 07:35:19 pm »
what, you can use L1-L6 in apps lol

looks nice :P

671
Axe / Re: Slope Physics Tutorial
« on: March 29, 2011, 07:17:43 pm »
You don't know how much this will help me for a little project of mine O.O Now just a couple more tutorials on advance physics and I should be able to start! :D
What else do you need to know?

I'm curious as well....my physics class is done with mechanics for now. What would you like to know about? Collisions? And nice to hear it was helpful :D

672
Axe / Re: Trig in Axe
« on: March 29, 2011, 07:01:49 pm »
Divide by 128. Unfortunately, you'll lose 1/128th :( Read my slope physics tutorial for more help on this :) (Edit; I see you are. Never mind then :P)

673
The Axe Parser Project / Re: Axiom Requests
« on: March 29, 2011, 05:37:28 pm »
Inverse trig operators.

And accurate trig routines that behave like decimals. ie; the axiom would take both a multiplier as well as an angle as input and output the correct fraction of the first argument: sin(2000,45) would return 1414 for example.

And 32 or 24 bit math operators that return values in 16 bit formats. (So you can calculate sqrt of 340^2+24^2 for example without running into overflow corruption)

674
Nostalgia / Re: Nostalgia - An Axe RPG
« on: March 29, 2011, 05:10:44 pm »
coolio. looking forward to this. i should get to work on a:P .....

675
Axe / Re: Slope Physics Tutorial
« on: March 29, 2011, 05:09:54 pm »
Thanks Meishe
And no inverse trig routines at all, unfortunately. LUT ftw

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