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Topics - Yeong
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46
« 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?
47
« on: March 03, 2012, 01:02:20 pm »
49
« 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.... arrow keys to move and SHIFT to select stuff! Have fun! and don't die! Run prgmSCHOOL to start.
50
« on: February 21, 2012, 06:26:05 pm »
Snipe damage changed from 45 to 25 (+25 vs Psionic).
is that mean no more sniping ultra to death? At least they got this... This upgrade increases Phoenix weapon range by +2
But I don't play toss that much D;
51
« on: February 20, 2012, 09:29:36 pm »
ok. Many people got their Prizm through the CASIO event and I assume that many people are willing to try to program. However, Casio Basic and Ti Basic are different. So, I decided to write a really simple (not complicated) "conversion table" from TI-BASIC to Prizm BASIC! 1. Input/OutputTI-BASICInput StuffInput "DISPLAY", StuffOutput(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. At least, Locate can have color stuff Oh. Color can be accessed by [SHIFT] [5] [5] [1] in program editor. 2. LoopsTI-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 BASICIf Condition:Then :Code :Else :Another Code :IfEnd For Start_Num→ Variable To End_Num(Step Increment Value) :Stuffs :Next While Condition:Code: WhileEnd Do:Code:LpWhile ConditionIt'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! => 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. StringsTI BASICsub(Str1, Start_from, how_many_chars) to Prizm BASICStrMid(Str 1, Start_from, how_many_chars)
I'll add more later.
52
« 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. 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
« on: February 13, 2012, 07:48:46 pm »
TI-BASIC is sure fun to mess with.
55
« on: January 26, 2012, 06:39:12 pm »
Post useful routines here. I'll start first. 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. ://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
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« 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 ) I think I can make this public now. 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 Sorry, no screenshot available.
57
« 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
« on: January 01, 2012, 05:32:28 pm »
Title explains it all. Plus, it comes back on when I refresh the screen, though.
59
« 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
« on: December 14, 2011, 12:52:57 pm »
I think we need this thread at some point I'll post some first! 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→X3. (X-3)/5→X to 5-1(X-3→X4. 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 A5. Disp "A":Disp X:Disp "B" to Disp "A",X,"B
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