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Messages - yunhua98
Pages: 1 ... 17 18 [19] 20 21 ... 184
271
« on: August 03, 2011, 03:56:48 pm »
So you will look at this pic. (i will delete in a minute)
It think that's because he edited the pic in, and needed to bump it. Given the circumstances, I can relate. Sadly, the only experience I've ever had with TI-Connect is either sighing in relief if it works, or banging my head in frustration if it doesn't.
272
« on: August 03, 2011, 03:34:17 pm »
welcome! here are your complementary bag of interactive peanuts. Click to eat.
273
« on: August 03, 2011, 12:25:48 pm »
ouch, do you have backups of your project?
There were some issues with Axe 1.0.0, try to back up calc to comp and then a full ROM clear and then install Axe 1.0.2
274
« on: August 03, 2011, 11:39:45 am »
well, that clears things up. I'll stick with polygon games for now then.
275
« on: August 03, 2011, 11:35:14 am »
yeah, of cause it will be diffivult. I ever made it like this:
Write every command in a new line. NEVER forget any ) or " If all is ready, And you can't optimise the code more, write : at the end of every line and press DEL
Then it will all be a block without any mistakes!
I'm not asking how to write a block without mistakes, I meant why write a block at all? Have you written it in a block or a single line for every command?
(In such a big program you can save 50 to 100 if you write it in a block. But then it'll be hard to read the code. And then it'll be very annoying if yo press CLEAR!!!)
You actually don't save memory if you write it in a block, you waste memory most of the time. :Output(1,1,"HI :Pause
^11 bytes :Output(1,1,"HI"):Pause
^13 bytes
276
« on: August 03, 2011, 10:58:04 am »
You can write it all in big blocks, but make it like this:
:Lbl A :text(0,0,"Hayleia.orange"):Goto A and not like this:
:Lbl A:text(... or like this:
:Lbl A :text(0,0,("Hayleia.orange:Goto A Always put every ) and " and always use a new line for a new Lbl
yeah, but that makes it more difficult for optimization. So I recommend just using separate lines.
277
« on: August 03, 2011, 10:56:04 am »
The reduced memory is probably because of the massive Chinese font.
scratch that, OS 3.1 for Nspire CX already has several languages, including traditional and simplified.
278
« on: August 03, 2011, 10:39:51 am »
The breakthrough is a little impossibly big, and their basically just using ever smaller Polygons, but they would really be screwed if this was fake, so I voted Yes.
279
« on: August 02, 2011, 10:49:54 pm »
The reduced memory is probably because of the massive Chinese font.
280
« on: August 02, 2011, 06:28:20 pm »
okay, forget what I said about storing in RAM, I thought you needed predefined data. But could you store the binary into a string instead? I'm not too sure how data in the pic is stored.
281
« on: August 02, 2011, 05:58:46 pm »
I don't understand how you are using Pic1. couldn't you just store this in the program to somewhere in RAM?
282
« on: August 02, 2011, 05:56:18 pm »
^You mean for TI-BASIC? I could get around to that someday. (Maybe.)
283
« on: August 02, 2011, 04:03:12 pm »
What he said. the A*8 is indeed because of the 8x8 tiles, and in {Q+B*24+P+A+GDB1}, Q+B*24 is interpreted as (Q+B)*24 because of left to right order of operations. The width of the map is 24, so to get to the next row, you add 24, in this case, you add Q+B number of rows. Add one to go one byte to the right, so P and A are added, plus the original pointer, GDB1.
284
« on: August 02, 2011, 03:15:16 pm »
most news lately have been contest and site updates... * yunhua98 goes looking in the notable programs list.
285
« on: August 02, 2011, 02:46:05 pm »
For in-depth explanations of any of this code or questions or bugs (I haven't tested this. ), just post'em. :.TILEMAP :[0000000000000000]->Pic0 :[FFFFFFFFFFFFFFFF] : :[010101010101010101010101010101010101010101010101]→GDB1 :[010101010101010101010101010101010101010101010101] :[010101010101010101010101010101010101010101010101] :[010101010101010101010101010101010101010101010101] :[010101010100000000000000000000000000000101010101] :[010101010100000000000000000000000000000101010101] :[010101010100000000000000000000000000000101010101] :[010101010100000000000000000000000000000101010101] :[010101010100000000000000000000000000000101010101] :[010101010100000000000000000000000000000101010101] :[010101010100000000000000000000000000000101010101] :[010101010100000000000000000000000000000101010101] :[010101010100000000000000000000000000000101010101] :[010101010100000000000000000000000000000101010101] :[010101010100000000000000000000000000000101010101] :[010101010100000000000000000000000000000101010101] :[010101010100000000000000000000000000000101010101] :[010101010100000000000000000000000000000101010101] :[010101010101010101010101010101010101010101010101] :[010101010101010101010101010101010101010101010101] :[010101010101010101010101010101010101010101010101] : :0->P->Q \\P and Q are the coordinates of the corner of the screen relative to the entire chunk of level data : :Repeat getKey(15) : :getKey(3)-getKey(2)+P->P :getKey(1)-getKey(4)+Q->Q \\I didn't code in collision detection, if you need that too, tell me : :sub(MAP) : :Pt-On(40,24,(your sprite here) : :DispGraph : :End : :Lbl MAP :ClrDraw :For(B,0,7) :For(A,0,11) :Pt-On(8*A,8*B,{Q+B*24+P+A+GDB1}*8+Pic0 :End :End
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