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Messages - squidgetx

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751
Axe / Re: Subroutines, arrays, and screen manipulation - oh my!
« on: February 27, 2011, 10:40:55 am »
Yeah, the r variables are really just the same as A-theta. You can even store to them with the store arrow, which I use a lot for optimization hacks or if I need a temp variable in a pinch.

Also, to save your arguments, the syntax is sub(LBLr,...) not sub(LBL,..)r

752
TI Z80 / Re: OpenGL 84+
« on: February 26, 2011, 03:48:49 pm »
Your sin/cos routines use degrees O_o? (I know axe, at least, uses binary degrees, period=256)

Anyway, sounds cool, can't wait for screeeenies :D

753
Graviter / Re: Graviter - Axe
« on: February 26, 2011, 03:40:03 pm »
Wow, that looks great! And a little Portal-X-esque as well ;)

Also, [offtopic]Builderboy has b100 respect :o

754
TI-BASIC / Re: Zeda's Hex Codes
« on: February 26, 2011, 11:44:03 am »
Xeda, is the Off code the equivalent of actually turning it off, in terms of power consumption?

755
TI Z80 / Re: Boing- Yet another Bouncing game
« on: February 26, 2011, 11:36:01 am »
Hm, I just tried it, and it seems that some of the physics are kind of off....I think the problem is that it moves way too fast. You should inflate you coordinates so it's smoother. Sometimes you'll be moving slowly towards a wall, and then suddenly you'll blast off in the other direction.

Also, those tiles (especially the sand tiles) look kinda identical to SandLand's...only the pillars and the platforms have small modifications to them. I kinda would like to have been asked beforehand :P

756
TI Z80 / Re: SandLand
« on: February 26, 2011, 11:12:17 am »
i just now realised that some of the tiles break when hit with sufficient momentum!
dude!
awwwwwwwwwwwwwwwwwww yeaaaaaaahhhhhh 8)

True, it is a bit difficult to move in the air. But then again, in real life it is kind of difficult to move in mid-air. I'll be sure not to make the initial levels too difficult.

757
Axe / Re: Axe Q&A
« on: February 26, 2011, 11:02:27 am »
Added a quick FAQ/random answers section to the first post for things that I see many users having problems with :P

758
Portal X / Re: Portal X
« on: February 25, 2011, 04:29:03 pm »
Idk how easy this would be, but if you changed PortalX *to* an app it would free up L2 as well as replace that whole page-swapping business with a few simple hex b_calls (not to mention give you an extra 8k to work with in the app itself) :P

Also DispGraph^r is faster because the regular DispGraph has a delay built into it that needs to run because of TI's amazing LCDs. This is why grayscale does not work in full speed mode. :)

EDIT Builderboy, ReAlloc() the variables to $8000. It's a 256 piece of saferam. Valid as long as you don't archive/unarchive stuff.

759
TI-BASIC / Re: Undo
« on: February 25, 2011, 04:15:14 pm »
How long would it take to redraw the whole picture? That actually sounds like a fairly efficient solution, given that it's not difficult to "call READ." Why is it a pain?

Also I think HxD is a hex editor.

760
Introduce Yourself! / Re: Hi, I'm Stefan Bauwens
« on: February 25, 2011, 04:12:31 pm »
NONSENSE!!! MY FAVORITEEE

Haha, welcome to omni Stefan :)

761
TI-BASIC / Re: Undo
« on: February 25, 2011, 04:00:24 pm »
the ability to undo ad infinitum.

Even photoshop doesn't have this :P

762
TI-BASIC / Re: Undo
« on: February 25, 2011, 03:50:34 pm »
Before every action, you could store the screen to an OS Pic variable, and then using Undo would recall the pic var onto the screen, effectively "undoing" the last action :)

763
Miscellaneous / Neave Strobe
« on: February 25, 2011, 03:46:03 pm »
So while I was researching LSD for a school project, I came across this.

It's soooooooooooo cooooollll  :w00t:

*Do not click if you suffer from photosensitive epilepsy*

764
Math and Science / Re: Something you know
« on: February 24, 2011, 06:04:15 pm »
Sorry I deleted my post, as it didn't make much sense. Yeah, i'm not quite sure how you would do it :P

765
Math and Science / Re: Something you know
« on: February 24, 2011, 05:50:05 pm »
Wiki
Also, 1+1+1+1...=-1/2

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