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Quote from: z80man on June 07, 2011, 03:22:49 amQuote from: DJ_O on June 07, 2011, 02:43:18 amI guess ASM/C?I'd say you be guessing right. On the Prizm there are so many more possibilities for a Powder Game port with the hi-res color screen, large memory, and fast proc. I can hardly waitFAST PROC! Let me laugh! The Cowards form Casio do as crappy work as TI, specially slowing down the calculators! I'm sick of the priszm performances! BUt In fx-9860, with or without cpuspeed... Wow
Quote from: DJ_O on June 07, 2011, 02:43:18 amI guess ASM/C?I'd say you be guessing right. On the Prizm there are so many more possibilities for a Powder Game port with the hi-res color screen, large memory, and fast proc. I can hardly wait
I guess ASM/C?
Eiyeron, please don't troll. The Prizm, while not as fast as some of the other Casio calculators, is still faster than all of the 83 and 84+ series calculators from TI. Furthermore, the Prizm is more than fast enough to run some impressive projects, especially since it can be overclocked.
Quote from: shmibs on August 13, 2011, 12:15:00 pmfirstly, that was a bit of a necropost, and secondly, if you had read through the thread, you would have seen that the project has been discontinued.6 days, necropost... mhm yes.Sorry
firstly, that was a bit of a necropost, and secondly, if you had read through the thread, you would have seen that the project has been discontinued.
The only thing that was fun in the originals was blowing stuff up and burning stuff.I suggest you ty to make explosions as realistic as possible, conforming to real life not the games.
You can compress that data significantly. Let's assume 1 byte for the identifier (you'd actually need fewer bits) with 1 byte particle data and a 256x256 screen (you need some portion for a menu). That means you're down to 1 byte each for the x and y variables (integers are more efficient representations of integers than floating points) and you can skip the temperature variable because it doesn't exist in the canonical version. What's left is the pressure, which can be placed in a 1 byte variable. Thus, you have 5 bytes, which should probably be rounded out to 6 bytes with an extra "data" byte after the ID. That's only 384 KB.
In other news, Frey continues kicking unprecedented levels of ass.
Nope. All of that is handled through the particle ID and the pressure data.