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Messages - yunhua98

Pages: 1 ... 17 18 [19] 20 21 ... 184
271
General Calculator Help / Re: Calc crushed!!
« 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
Introduce Yourself! / Re: Hi (again)
« on: August 03, 2011, 03:34:17 pm »
!peanuts

welcome!  here are your complementary bag of interactive peanuts.  Click to eat.

273
General Calculator Help / Re: Calc crushed!!
« 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
Other / Re: Unlimited Detail!
« on: August 03, 2011, 11:39:45 am »
well, that clears things up.  ;)
I'll stick with polygon games for now then.  :P


275
Other Calc-Related Projects and Ideas / Re: ZeldaKing's Projects
« 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.

Code: [Select]
:Output(1,1,"HI
:Pause
^11 bytes

Code: [Select]
:Output(1,1,"HI"):Pause
^13 bytes

276
Other Calc-Related Projects and Ideas / Re: ZeldaKing's Projects
« on: August 03, 2011, 10:58:04 am »
You can write it all in big blocks, but make it like this:
Code: [Select]
:Lbl A
:text(0,0,"Hayleia.orange"):Goto A
and not like this:
Code: [Select]
:Lbl A:text(...or like this:
Code: [Select]
: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
News / Re: New Nspire Models: CX-C, CX-C CAS, and CM
« 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
Other / Re: Unlimited Detail!
« 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
News / Re: New Nspire Models: CX-C, CX-C CAS, and CM
« on: August 02, 2011, 10:49:54 pm »
The reduced memory is probably because of the massive Chinese font.

280
Axe / Re: Using OS Variables in Axe Question
« 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
Axe / Re: Using OS Variables in Axe Question
« 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
Miscellaneous / Re: Tutorial Request Thread
« on: August 02, 2011, 05:56:18 pm »
^You mean for TI-BASIC?  I could get around to that someday.  (Maybe.)

283
Axe / Re: Tilemapping in Axe
« 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
most news lately have been contest and site updates...
* yunhua98 goes looking in the notable programs list.

285
Axe / Re: Tilemapping in Axe
« 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. :P), just post'em.  ;)

Code: [Select]
:.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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