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Well it won't happen for BE, but I will continue this for Ti-83+ Silver edition and Ti-84+. Many games these games can't use BE, but it still upsets me that I can't do it for BE
Quote from: Hot_Dog on April 29, 2011, 11:37:09 pmWell it won't happen for BE, but I will continue this for Ti-83+ Silver edition and Ti-84+. Many games these games can't use BE, but it still upsets me that I can't do it for BE * sighGlad this is still going forward though, since it is a great project. 8811 bytes is much too little on a calculator that has hundreds of kilobytes.
So does this auto archive stuff in ram for you when you begin a program. That would be very useful for those large programs and stuff and also pretty cool that the code restriction can be worked around.
Whoa, fast And * Deep Thought can use it!
Success!!! Crabcake works on ALL Ti-83+ and Ti-84+ calculators.I now need to write the manual/special thanks and clean up the include files.
Quote from: Hot_Dog on May 02, 2011, 04:13:42 pmSuccess!!! Crabcake works on ALL Ti-83+ and Ti-84+ calculators.I now need to write the manual/special thanks and clean up the include files.Wonderful! Do you mind explaining how you achieved 83+ compatibility? 'Tis interesting.
This is great So, will this be made compatible with Axe in an axiom or something?
By popular request, I am now writing Axe Axioms for Crabcake. Just remember that your Axe game will need to be shell-compatible. Also, the Axioms will use polar variables for execution. For example:;To start Crabcaker1r2r1r;Axe game
Quote from: Hot_Dog on May 10, 2011, 05:39:21 pmBy popular request, I am now writing Axe Axioms for Crabcake. Just remember that your Axe game will need to be shell-compatible. Also, the Axioms will use polar variables for execution. For example:;To start Crabcaker1r2r1r;Axe gameSounds cool, but would that conflict with using r1-r6 as variables, or can the parser handle that? Because r1-r6 are used to feed subroutines arguments when they are called, which makes them very commonly used variables.