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Messages - Hayleia

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1
Here's a guide for the CAS transformation procedure.
And the difference between CX and CX CAS is... CAS. Which means Computer Algebra System. Which means derivatives and such instead of just calculating with numbers.

2
Axe / Re: Axe Q&A
« on: October 28, 2015, 04:02:17 am »
Now that I think of it. I never used #Realloc because I use custom variables (and because before that, I was a noob) but would Realloc also move a custom variable if it is defined from a default one ? I mean something like °A→°Custom, then #Realloc(L3), would this make °Custom equal to L3 from now on ?

3
You can fix the code execution limit with the axiom fullrene. It allows you to use all the memory instead and the program should work, but still show the error.
I had problems using Fullrene with emulators. CrabCake however always ran fine.
So ok, maybe Fullrene works and it's the emulator the problem, but I'd assume that CrabCake is less hacky and potentially less likely to crash.

Also, you never mentioned that applications can't modify internal data... that would have been useful...
I think it's not mentionned anywhere in Axe because it's not Axe specific. But it has been said many times in many topics, and the differences between apps and programs are common knowledge. It's almost like knowing the dimensions of the screen.
-Apps don't need to be in RAM to be executed (so you can unarchive bigger appvars for example if your program is an app)
-Apps always have a size that is a multiple of 16384 bytes, and in Axe, it's always 16384
-Apps can't modify their content

So yeah, that's your choice, according to your needs. But on the other hand, I don't see why people use Buff and stuff like this when it's not necessary. It just triggers writeback when you could have used saferam areas for the same purpose.

4
Site Feedback and Questions / Re: TI-Nspire Downgrade Problems
« on: September 22, 2015, 10:03:30 am »
Oh boy! Now I'll never be able to play Pokemon!
Well I still don't understand how you managed to think that installing 4.0 was a good idea if you used something called "downgradefix" to install 3.6, which obviously means that there are downgrade protections.

5
Site Feedback and Questions / Re: TI-Nspire Downgrade Problems
« on: September 21, 2015, 02:10:45 am »
Well now it's too late. Adriweb told you in his post to put 3.9.1 so you could have Ndless but you decided to put the only OS that is not Ndlessable and from which you can't go back.

6
Site Feedback and Questions / Re: TI-Nspire Downgrade Problems
« on: September 18, 2015, 10:30:29 am »
What even the 3.9.1 wouldn't transfer ? Only the 4.0 worked ?

7
TI Calculators / Re: For-profit site hosting calculator games
« on: September 04, 2015, 02:58:30 pm »
@Hayleia http://tiwizard.com/downloads/super-smash-bros-ti-83-ti-84/

Yet another site.
Yea, that one seems a bit different because they credit the authors and don't claim that any of the programs are theirs.
Well, it would obviously bug me if they claimed it was their work, but not as much as uploading this on their website without caring about the updates I did in the meantime. I mean, there are (at this time) 8001 downloads on TI Planet, and all people who downloaded there got an up to date version. But among the 13459 who downloaded on that shady website, I doubt even half downloads were up to date since the zip is still called "SuperStarFoxOpen"...
I mean, there's a reason why I only uploaded it on one site until now, and it's just because I don't want to update it on several websites, so please people, don't upload it on other websites without updating it...

Anyone knows how I can contact them, at least to tell them to do something about the updates ?
(it would be great if instead of having their version of the zip, they could link to the TI Planet archive).

8
The Axe Parser Project / Re: Features Wishlist
« on: July 11, 2015, 01:45:07 pm »
So, did you "only" optimize or did you change the way the compiler works ? And in any case, with your changes, does that make the addition of .org easier or not ?

And could we also have the ability to compile as an appvar ? This would be very useful for people who make external levels, or external anything.

9
TI Z80 / Re: Boost: A 3D tunnel game
« on: July 09, 2015, 10:56:36 am »
I played the demo, and let me just say, this already seems better than Matref's attempt at a 3D tunnel game :P
Among other things, maybe it has to do with the fact Matref never uses the Full command ?

10
The Axe Parser Project / Re: Axe Parser
« on: June 21, 2015, 05:50:39 am »
Great work ! :D
I just tried to compile Smash with that and I didn't seem to meet any problem so you probably got rid of the most important bugs :)

  • Comments are now allowed and parsed correctly in a few places that they should have been before.
  • Fixed a bug that resulted in the "APP TOO BIG" error being thrown when compiled code hit 16KB, regardless of target shell.
Lol, I remember complaining about those ones :P

11
News / Re: Hayleia Promoted to CoT!
« on: May 30, 2015, 11:37:40 am »
Thanks everyone who supported me all this time :D
I wouldn't have been to do anything if I didn't get support all along.

12
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: May 17, 2015, 05:21:15 pm »
You optimized it ? Oh yeah cool, so did pierrotdu18, Hayleia and I.
Wut ? I don't know about pierrot and you but I didn't do anything. I pretty much dropped the project when I saw one of you was not putting brackets for one-instruction blocks, even when it's a for in a for (which leads to very ugly code in my opinion).

13
TI-Nspire / Re: Cave Story for TI nspire CX
« on: May 16, 2015, 06:32:35 am »
Great port :D
(and lol, I am the 2 downloads you got on TI Planet -.-)

But could you remind us of the keys (and maybe put them in the readmes)? You mentionned Ctrl and Del on your first post but I found out that the tab key does something too (or maybe the one above it, I don't remember) and I fear I missed some.

14
Axe / Re: Help with greyscale tile engine?
« on: May 12, 2015, 01:27:03 pm »
I tried the build of TinyCraft from the first post. That gif was definitely recorded with the program running at full speed, so that's a 2.5x speed boost.
Well depends on if he's talking about the first part of the gif (where I explicitedly state that it's 15MHz and it's too fast) or the second part (which is 6MHz).
And that message at the beginning doesn't mean "Full is useless, it's too fast without it", but "Full is useless, it's too fast with it so let's remove it" :P
Sorry if it was not clear.

15
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: May 10, 2015, 05:38:31 am »
I have no idea if those sprites are good or not. What I can tell you at least is that Luigi seems to be the right size compared to Fox. But then, the question is "will you manage to make a moveset with those sprites ?" If so, then yes, they are good sprites :)
(But next time, try to save in a real image format, not in that jpg bullsheep (if you want to know what I am talking about, download one of your images again, open it and zoom, you'll see that your black and white image isn't really black and white only anymore ;))).

And you don't really need to learn Axe nor Asm, just follow the syntax described in the (unfinished) tutorials and read Fox's or Falco's source and you'll be good I guess. There is no code, only structured data, so it's just like filling a form, not like programming really.

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