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1337 BASIC
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Topic: 1337 BASIC (Read 6505 times)
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
1337 BASIC
«
on:
December 03, 2005, 04:14:00 pm »
If you are looking for optimized BASIC code, this will be the place to look.
If you are looking for 'restriction code', you do this:
L
1
(1)+(L
1
(1)<99)->L
1
(1
This will keep a stat from exceeding '99' without needing an If statement.
(I found this out while porting AOD from the 83+ to the 82. Trust me, after figuring this out, I called my self many names... :lmao:
)
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
crzyrbl
Guest
1337 BASIC
«
Reply #1 on:
December 03, 2005, 07:03:00 pm »
L1(1)+(99
L1(1
save 2 bits
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Spellshaper
LV10
31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
1337 BASIC
«
Reply #2 on:
December 04, 2005, 01:23:00 am »
Yeah, it
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
1337 BASIC
«
Reply #3 on:
December 04, 2005, 08:27:00 am »
QuoteBegin-crzyrbl+4 December 2005, 1:03-->
QUOTE
(crzyrbl @ 4 December 2005, 1:03)
L1(1)+(99
L1(1
save 2 bits
Yeah, I guess that will work.
Maybe I will need to go back through AOD on the 83+ and do some optimizing...
After of course, AOD 82 makes its debut...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
1337 BASIC
«
Reply #4 on:
December 04, 2005, 02:56:00 pm »
nice you are porting your old games to 82?
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
1337 BASIC
«
Reply #5 on:
December 05, 2005, 04:35:00 am »
I am porting AOD (The graphical version) to the 82 and the 86, and then will go from there...I know AODOLD and AODR won't go to the 82, unless I learn asm for it... I might be able to port aod2 to it, but I don't really know what kind of dependance aod2 has for strings...
I am however, going to go through all my old games and begin updating them with the newer stuff that I know, for optimization...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
CDI
Guest
1337 BASIC
«
Reply #6 on:
December 05, 2005, 12:33:00 pm »
@tifreak8x and first post - it's technally called boolean logic
i.e.
c1-->
CODE
ec1ClrHome
1->C:1->D
Repeat X=45
Output(C,D,0
getKey->X
If X:Output(C,D,"
C+(X=34 and C!=8)-(X=25 and C!=1->C
D+(X=26 and D!=16)-(X=24 and D!=1->D
Endc2
ec2
ta da!
100b EXACTALLY!
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
1337 BASIC
«
Reply #7 on:
December 05, 2005, 12:49:00 pm »
sound nice, I might post diortem's one soon.
@tifreak8x: yeah 82 calcs doesnt have strings in BASIC
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
1337 BASIC
«
Reply #8 on:
December 06, 2005, 03:22:00 pm »
QuoteBegin-xlibman+5 December 2005, 18:49-->
QUOTE
(xlibman @ 5 December 2005, 18:49)
sound nice, I might post diortem's one soon.
@tifreak8x: yeah 82 calcs doesnt have strings in BASIC
I know, but it makes it more fun to program for...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
katmaster
Guest
1337 BASIC
«
Reply #9 on:
December 11, 2005, 06:32:00 pm »
The main problem with 82s and 83s is their lack of archive.
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
1337 BASIC
«
Reply #10 on:
December 12, 2005, 01:23:00 am »
It isn't so much a problem, just a challenge to program good, long games for on a very limited platform...
AOD82 is almost complete...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
crzyrbl
Guest
1337 BASIC
«
Reply #11 on:
December 30, 2005, 09:57:00 am »
QuoteBegin-CDI+5 December 2005, 18:33-->
QUOTE
(CDI @ 5 December 2005, 18:33)
c1-->
CODE
ec1ClrHome
1->C:1->D
Repeat X=45
Output(C,D,0
getKey->X
If X:Output(C,D,"
C+(X=34 and C!=8)-(X=25 and C!=1->C
D+(X=26 and D!=16)-(X=24 and D!=1->D
Endc2
ec2
which is faster, this:
c1
-->
CODE
ec1C+(X=34 and C!=8)-(X=25 and C!=1->C
D+(X=26 and D!=16)-(X=24 and D!=1->Dc2
ec2
or this:
c1
-->
CODE
ec1C+(X=34)(C!=8)-(X=25)(C!=1->C
D+(X=26)(D!=16)-(X=24)(D!=1->Dc2
ec2
the lower one adds 4b but doesnt have to go though the "and" method.
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dragon__lance
Guest
1337 BASIC
«
Reply #12 on:
December 30, 2005, 12:52:00 pm »
y don't u test it?
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MathStuf
Guest
1337 BASIC
«
Reply #13 on:
January 04, 2006, 01:14:00 pm »
It depends on how BASIC handles conditionals. If it looks ahead and quits out of an AND if any are wrong, go with the first, otherwise, test it in a loop. If it does, put the one most likely to be wrong first.
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