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Messages - Yeong

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3886
TI-BASIC / Re: Help with sub(
« on: December 02, 2010, 08:33:46 pm »
isn't last index is supposed to be 1 lower?
:sub(Str2,length(Str2)-2,length(Str2)-1->X
like this
I believe string value starts with 0.

3887
TI-BASIC / Re: xLib putting sprite in scrolling map
« on: December 02, 2010, 08:31:23 pm »
Can anyone tell me why it doesn't work?
This is scrolling tilemap/sprite routine that I tried to make with xLib.
Code: [Select]
//L1={Col_Min,Col_Max,Row_Min,Row_Max,Mat_x,Mat_y,X_Coor,Y_Coor}
//Matrix [A] has 16X24 dimension

PrgmA

:Lbl A
:real(2,0,0,0,96,64,L1(1),L1(2),L1(3),L1(4),1,0,8,1
:prgmB
:Goto A


PrgmB
:real(1,L1(7),L1(8),1,8,2,0,L1(9),0,0,1
:0->theta:While theta=0:getKey->theta:End
:real(1,L1(7),L1(8),1,8,2,0,L1(9),0,0,1
:L1(5)+(L1(5)<L1(2) and theta=26)-(L1(5)>L1(1) and theta=24)->A
:L1(6)+(L1(6)<L1(4) and theta=34)-(L1(6)>L1(3) and theta=25)->B
:[A](B,A)->C
:If C<N:Then:A->L1(5):B->L1(4):End //N is the collition detection thingy. basically the tilemap value. the tilemap value smaller than N is passable
:L1(7)+8(theta=26 and C<N and (L1(7)<48 or L1(2)=24) and L1(7)<88)-8(theta=24 and C<N and (L1(7)>40 or L1(1)=0) and L1(7)>8)->L1(7)
:L1(8)+8(theta=34 and C<N and (L1(8)<32 or L1(4)=12) and L1(8)<56)-8(theta=25 and C<N and (L1(8)>24 or L1(3)=0) and L1(8)>8)->L1(8)
:L1(2)+(theta=26 and L1(2)!=24)-(theta=24 and L1(2)!=12)->L1(2
:L1(1)+(theta=26 and L1(1)!=12)-(theta=24 and L1(1)!=0)->L1(1
:L1(4)+(theta=34 and L1(4)!=16)-(theta=25 and L1(4)!=8)->L1(4
:L1(3)+(theta=34 and L1(3)!=8)-(theta=25 and L1(4)!=0)->L1(3

3888
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: December 02, 2010, 08:14:10 pm »
1010: Yay! It's A!
EDIT: Wow Homer. I was trying to write that 1009

3889
TI Z80 / Re: R. P. G.(Doesn't stand for Role-Playing Game) RPG
« on: December 02, 2010, 08:09:23 pm »
Progress so far:
Finished Town 1
maping maps for Town 2 and 3
fixed minor bugs
menu ready
lowered some of the gun prices
implemented time feature(like you spend 1 hr for battle)
decreased total guns from 50 to 40(You guys will never find them all when I release the final... >:D)

and for the heck of it: :banghead:
I LOVE THIS EMOTICON!

3890
TI Z80 / Re: R.P.G. RPG Bar
« on: December 02, 2010, 08:04:33 pm »
can u merge with my main R.P.G. forum?

3891
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: December 02, 2010, 10:59:19 am »
mine was here first :P

3892
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: December 02, 2010, 10:57:58 am »
1002: You're wondering if this will later change to 9001 signs you're addicted to calcs and Omni
1003: You're jealous of DT for posting 1000th thread
1004: You're happy because 1004 is angel's number in Korea  :angel:

3893
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: December 02, 2010, 10:53:31 am »
check randomness topic again... >:D
It's not done yet 8)

3894
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: December 02, 2010, 10:49:45 am »
1001: You are relieved that there are 336 more to post. ;D

3895
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: December 02, 2010, 10:48:54 am »
aw....

3896
TI Z80 / R.P.G. RPG Bar
« on: December 02, 2010, 10:46:10 am »
Someone vote plz...Try my beta first to vote. If you have any suggestion, you can add options, too.
EDIT: Never knew that poll will create new thread...

3897
Axe / Re: Ion Table
« on: December 02, 2010, 10:42:53 am »
can you do (-1,0,0,"text") in Axe like TI-BASIC?
(In TI-BASIC, it displays big text in graphscreen)

3898
Miscellaneous / Re: Omnimaga/TI-Community Forum Etiquette
« on: December 02, 2010, 10:19:52 am »
Wow! Nice tutorial!
You deserve a respect for it! :)

3899
News / Re: Ticalc.org gets POTY again
« on: December 02, 2010, 10:09:58 am »
LOL!
I'm voting for Illusiat  :angel:

3900
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: December 02, 2010, 07:08:30 am »
985: :banghead: :banghead: :banghead:<---This is ur reaction when  :hyper: or got rickroll'd

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