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Offline DJ Omnimaga

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Re: Axe Minesweeper
« Reply #135 on: September 13, 2010, 08:50:38 pm »
they were used on the TI-81 to do the equivalent of For() loops, but for some reasons, they were left in even after the addition of For() loops on later calcs.

Offline Deep Toaster

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Re: Axe Minesweeper
« Reply #136 on: September 13, 2010, 08:51:23 pm »
Wow, that must have been a nightmare to use for a TI-81x.x
« Last Edit: September 13, 2010, 08:51:38 pm by Deep Thought »




Offline DJ Omnimaga

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Re: Axe Minesweeper
« Reply #137 on: September 13, 2010, 08:59:25 pm »
Yeah, a For() loop on the TI-81 is like this:

Code: [Select]
0->A
Lbl 1
<do stuff>
IS>(A,5
Goto 1

Instead of like For(A,0,5):<do stuff>:End

Offline shmibs

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Re: Axe Minesweeper
« Reply #138 on: September 13, 2010, 09:27:45 pm »
hmm... the scrolling looks a bit slow and messy. it should only have to increment/decrement one variable, right? what's slowing it down?

Thanks for adding additional mines via scrolling!  That looks awesome!  By now the best Ti-83+ minesweeper game on the market. :D
dittoes
awesome job!

Offline Michael_Lee

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Re: Axe Minesweeper
« Reply #139 on: September 13, 2010, 09:40:28 pm »
hmm... the scrolling looks a bit slow and messy. it should only have to increment/decrement one variable, right? what's slowing it down?

Currently, each time I want to move down, it deletes the space in the square, then redraws the squares according to my map data.
The redrawing routine is a bit bulky, although I do agree, it does feel slower then it should be.  I'll take a look at it.
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Offline ztrumpet

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Re: Axe Minesweeper
« Reply #140 on: September 13, 2010, 09:58:54 pm »
Currently 18 by 18.  18 feels arbitary, but it's because of the size limitation on the free RAM space.  18x18 is the maximum I could stuff into L1.
But if I use appvars instead of L1 to store my (temporary) map data, I could extend it infinitely (Although it would be best to add a limit, for the sake of speed and sanity).
Why don't you check each time for size?  For instance, 10*20 would fit, but you can't enter it in.  I think that would be a nice addition. :)

Offline Builderboy

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Re: Axe Minesweeper
« Reply #141 on: September 13, 2010, 10:05:06 pm »
Hmmmm why is 18x18 the max? 18x18 is only 324, and L1 is much larger than that.  heck you could get away with 27x27 and still be good.  Are you using 2 bytes for each tile?

Offline Michael_Lee

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Re: Axe Minesweeper
« Reply #142 on: September 14, 2010, 12:07:47 am »
Why don't you check each time for size?  For instance, 10*20 would fit, but you can't enter it in.  I think that would be a nice addition. :)

I like that idea ;) 
But only if I have time.

Hmmmm why is 18x18 the max? 18x18 is only 324, and L1 is much larger than that.  heck you could get away with 27x27 and still be good.  Are you using 2 bytes for each tile?
Bytes 0-324 to hold the actual numbers
Bytes 325-648ish to identify if it's a flagged, questioned, or cleared square.
Total of almost 650 bytes.
If I take ztrumpet's idea, I think I could make larger fields.
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
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   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline Builderboy

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Re: Axe Minesweeper
« Reply #143 on: September 14, 2010, 12:12:15 am »
You could double your memory if you had the first half of the byte be number and the second half be the flagged data

Offline Michael_Lee

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Re: Axe Minesweeper
« Reply #144 on: September 14, 2010, 12:33:28 am »
How do I do that?  (access half a byte)
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline Builderboy

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Re: Axe Minesweeper
« Reply #145 on: September 14, 2010, 12:35:35 am »
First byte would be Byte/16, second byte would be Byte^16

Offline Michael_Lee

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Re: Axe Minesweeper
« Reply #146 on: September 14, 2010, 12:40:18 am »
Divide and mod?
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline Builderboy

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Re: Axe Minesweeper
« Reply #147 on: September 14, 2010, 12:44:27 am »
Exactly

Offline Michael_Lee

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Re: Axe Minesweeper
« Reply #148 on: September 14, 2010, 12:46:01 am »
???
I am very confused.
What would those do?

Edit: removed next post
« Last Edit: September 14, 2010, 12:51:32 am by Michael_Lee »
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline Builderboy

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Re: Axe Minesweeper
« Reply #149 on: September 14, 2010, 12:48:16 am »
Sorry, im going insane right now.  I meant the first half is Byte/16 and the second half is Byte^16.  You divide the byte by 16 to get the first half of the byte, and mom id by 16 to get the second half

EDIT: Whatt??? I didnt post that first message O.O I really am going insane.  Im really sorry
« Last Edit: September 14, 2010, 12:49:31 am by Builderboy »

 

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