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Topics - Yeong

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46
Axe / Pixel perfect collision testing
« on: March 08, 2012, 06:58:13 pm »
I'm just wondering if it's possible with axe bitmap or sprite or stuff.
I have no idea where to start from. help?

48
Site Feedback and Questions / Attack of the old downloads
« on: February 29, 2012, 10:10:45 pm »
http://ourl.ca/15384/288245;topicseen#new
http://ourl.ca/15383/288226;topicseen#new

These were uploaded today. njaddison wasn't even online, and so does Spyro543.
And these were the ones that were uploaded before. (one of them got rejected)

49
Casio PRIZM / School Escape
« on: February 26, 2012, 05:48:54 pm »
Here's a little program that I made for the contest.
since rule doesn't mention anything about releasing before end of the contest.... ;D
arrow keys to move and SHIFT to select stuff!
Have fun! and don't die! ;D
Run prgmSCHOOL to start.

50
Gaming Discussion / Nooooo
« on: February 21, 2012, 06:26:05 pm »
Quote from: Blizzard SC2 Patch
Snipe damage changed from 45 to 25 (+25 vs Psionic).

is that mean no more sniping ultra to death?

At least they got this...
Quote from: Blizzard SC2 Patch
This upgrade increases Phoenix weapon range by +2

But I don't play toss that much D;

51
ok. Many people got their Prizm through the CASIO event and I assume that many people are willing to try to program. :D
However, Casio Basic and Ti Basic are different. D:
So, I decided to write a really simple (not complicated) "conversion table" from TI-BASIC to Prizm BASIC! :D



1. Input/Output

TI-BASIC
Input Stuff
Input "DISPLAY", Stuff
Output(row,column,"DISPLAY")
Disp "CONTENT"

to Prizm BASIC
?→Stuff
"DISPLAY"?→Stuff
(Color) Locate column,row,"DISPLAY"
"CONTENT"

Also, I think it's a good idea to mention that while TI-84+SE has 16x8 homescreen available to use for program, Prizm has 21x7 homescreen available to use for program. Yes. One less row. D:
At least, Locate can have color stuff XD Oh. Color can be accessed by [SHIFT] [5] [5] [1] in program editor.



2. Loops

TI-BASIC
:If Condition
:Then
:Code
:Else
:Another Code
:End

For(Variable,Start_Num,End_Num(,Increment value))
:Stuffs
:End

While Condition:Code:End

Repeat Condition:Code:End

to Prizm BASIC
If Condition
:Then
:Code
:Else
:Another Code
:IfEnd

For Start_NumVariable To End_Num(Step Increment Value)
:Stuffs
:Next

While Condition:Code: WhileEnd

Do:Code:LpWhile Condition

It's worthy to mention that in Prizm BASIC, "Then" is must be used in If statement.
Also, Do-LpWhile loop loops until the condition is true, unlike Repeat!



3. =>
=> is really awesome to use! :D

=> is called "Jump condition" iirc, and its syntax is this:
Condition=>Condition if true[:Condition of false]

It's kinda like ? function in axe. Kinda.

So instead of all this jarble:
If A=3
Goto 1
Else
Goto 2
IfEnd

You can do this!
A=3=>Goto 1:Goto 2

=> can be found in [shift] [vars] [f3] [f3].



4. Strings

TI BASIC
sub(Str1,Start_from,how_many_chars)

to Prizm BASIC
StrMid(Str 1,Start_from,how_many_chars)



I'll add more later. :D

52
TI Z80 / ASCII World
« on: February 16, 2012, 09:28:25 pm »
First of all, screenshot.



I started this because I have to wait for my other calc to be returned and I was bored. :D
This is the pure TI-BASIC rpg game (maybe I might use xcopy later)
So far I made the inn, walking, and bit of status stuff.

53
Humour and Jokes / Messing with TI-BASIC
« on: February 13, 2012, 07:48:46 pm »
TI-BASIC is sure fun to mess with.

54
Music Showcase / Silence Waltz - TBO_Yeong 2012
« on: February 04, 2012, 07:43:38 pm »
Silence Waltz - TBO_Yeong 2012
This music is my first try for orchestration piece. Enjoy! :D


http://www.omnimaga.org/index.php?action=downloads;sa=view;down=778

55
Grammer / Grammer Routines
« on: January 26, 2012, 06:39:12 pm »
Post useful routines here. I'll start first. XD

This is the tilemapping routine/walking routine with scrolling map. This is barely optimized, but have fun. Maybe useful for the RPG programming, you know. ;)

Code: [Select]
://M=Map data  T=Tile data  W'=Width of Tilemap
://H'= Height of the Tilemap  X'= Tilemap X offset
://Y'= Tilemap Y offset  X= Sprite X coord(in 8s)
://Y=Sprite Y coord  S= Sprite data
://F'= Sprite direction (sprite data is in order of
://down, up, left, and right)
://T'= Tile # (from the map data. Good for handling events)
:
:.TILE
:ClrDraw
:Pt-Change(0,M,T,W',X',Y',0
:Pt-On(0,S+F'*8,Y*8,X,1,8
:Y+Y'
:*W'
:+X'+X
:→T'
:DispGraph
:End
:
:.MOVE
:getKey→H
:F'
:If H=1
:0
:If H=4
:1
:If H=2
:2
:If H=3
:3
:→F'
:0→G
:X'
:If H=2 *!(M+T'-1) *X' *X=6  
://M+T'-1 is the tile # character will stand if possible. (order your tiles)
://so if I put (M+T'-1)<4, you'll move when tile number is 0~3.
:1→G X'-1
:If H=3 *!(M+T'+1) *X=6 *W'≠X'+12
:1→G X'+1
:If W'<X'+12
:X'
:→X'
:X
:If H=2 *!(M+T'-1) *!G
:-1
:If H=3 *!(M+T'+1) *!G
:+1
:If  >11
:X
:→X
:0→G
:Y'
:If H=4 *!(M+T'-W') *Y' *Y=4
:1→G Y'-1→Y'
:If H=1 *!(M+T'+W') *Y=4 *H'≠Y'+8
:1→G Y'+1→Y'
:If H'<Y'+8
:Y'
:→Y'
:Y
:If H=4 *!(M+T'-W') *!G
:-1
:If H=1 *!(M+T'+W') *!G
:+1
:If  >7
:Y
:→Y
:End

56
TI Z80 / The Reign of Legends 3 Port [Grammer]
« on: January 04, 2012, 06:24:41 pm »
Well, this is my 2012's goal, and I'll try to finish it before 12/31 (or 12/21 O.O)
I think I can make this public now. :D
So, yes. I'm porting it.

Right now, I made a installer/uninstaller with Celtic 3 so I have a easy time to scrap it every time I screw up with xlib-fying. (This is a first phase of my porting so I have a easier/faster time beating it over and over again.)
As I (kinda) discussed with DJ, I'm planning to add the optional dungeon that he had in mind along with my own stuff.

Well, here's my progress on everything so far:

-Porting: Done with tilemapping and finishing off menu engine with bug fixing. Started battle engine.

-Playthrough: Save File Crashed D:

Sorry, no screenshot available.

57
Grammer / TI 83/84 Group Files Explanation?
« on: January 03, 2012, 12:56:52 pm »
Like appvar, group file will be a series of data, right?
If so, how is it ordered?

58
OmnomIRC Development / OmnomIRC Text input place not load sometimes.
« on: January 01, 2012, 05:32:28 pm »
Title explains it all. Plus, it comes back on when I refresh the screen, though.

59
Axe / [Mini Tutorial] How to flip around 8x8 sprite data
« on: December 16, 2011, 11:27:19 am »
Let's hope that this will be useful to somebody

Let's say you have this sprite data for example: [1818101C10282828]

Horizontal Flipping:

1. separate the data by 2 digits: [ 18 18 10 1C 10 28 28 28 ]
2. switch the order of 2 digits   : [ 81 81 01 C1 01 82 82 82 ]
3. Now change each digit to its complement(Is this what these are called?)
    Here's the list if you don't know it.    
    0↔0  1↔8   2↔4  3↔C  5↔A  6↔6  7↔E  9↔9  B↔D  F↔F
So if we change it, it should be: [ 18 18 08 38 08 14 14 14 ]

So the result is: [1818083808141414]!

Vertical Flipping:

This thing is easier than the horizontal flipping.

1. separate the data by 2 digits: [ 18 18 10 1C 10 28 28 28 ]
2. switch the places around (First set with last set, 2nd set with 7th set, etc)
    So it should look like: [ 28 28 28 10 1C 20 18 18 ]

So the result is: [282828101C201818]!

60
TI-BASIC / 100 TI-BASIC Optimizing Tips
« on: December 14, 2011, 12:52:57 pm »
I think we need this thread at some point :)

I'll post some first! :D

1. 2(X-1)→X to 2(X-1→X to 2X-2→X if numbers are small enough.

2. X*100→X to XE2→X

3. (X-3)/5→X to 5-1(X-3→X

4. If X=1:0→X:Goto A:If X=0:1→X:Goto A (I see this a lot) to abs(X-1→X:Goto A to not(X→X:Goto A

5. Disp "A":Disp X:Disp "B" to Disp "A",X,"B

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