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Messages - ee511

Pages: [1] 2
1
Axe / Re: Program DRM?
« on: March 22, 2011, 04:39:57 pm »
What's "op4"

2
Axe / Re: Program DRM?
« on: March 20, 2011, 03:59:47 pm »
awesome! I knew I had to put quotes, but since i put the quotes around the code I had written, I didn't want to put quotes in.

3
Axe / Re: Program DRM?
« on: March 20, 2011, 03:52:40 pm »
so would the code be something like "DelVar prgmDRMAUTH"? and if the program "DRMAUTH" doesn't exist, what happens?

4
Axe / Re: Program DRM?
« on: March 20, 2011, 03:46:11 pm »
well, I would have a program that I would run when i gave them the program which would create the appvar, and then I could either delete the program, or (if at all possible) have the game delete the authentication program automatically the first time it ran.

5
Axe / Re: Program DRM?
« on: March 20, 2011, 03:24:12 pm »
I meant something that is a unique, unchangeable identifier of that particular calculator.

6
Axe / Re: Program DRM?
« on: March 20, 2011, 03:19:58 pm »
well, the people who would be playing my games *probably* aren't paying any attention in math class, so I highly doubt that they can crack an encryptio algorithm or create a program to modify their flash. Is there any unique data on a calculator that cant be changed?

7
Axe / Program DRM?
« on: March 20, 2011, 03:05:02 pm »
How would one create some sort of a way to keep people from sharing your calculator program? The easiest way to do this that i can think of is a program that creates an appvar with an encrypted version of the calculator's ID in it, and then in the main program I would have a decryption algorithm, but I don't know how to do that...  ???

8
Site Feedback and Questions / Re: Site funding and maintenance
« on: March 17, 2011, 08:56:39 pm »
Just put the *^%&% donate button up already!! I'm itching to donate my $20! but more seriously, this needs to be done soon, so that all of the various floaters who come to the site will see the donate button.

9
Axe / Re: Axe Q&A
« on: March 03, 2011, 08:43:25 am »
but how would you store the "input" data to a string? would it be
input->p
copy(p,str1,length(p))

10
Axe / Re: Axe Q&A
« on: March 02, 2011, 09:22:49 pm »
so i can treat it as a string? is there any way to store the output of "input" directly to a string?

11
Axe / Re: Axe Q&A
« on: March 02, 2011, 08:44:42 pm »
is there a way to turn an "input" string of tokens into a normal string? in this particular situation, I want the user to be able to input a file name (for use with getcalc()

12
Axe / Re: Arrays in Axe (Enemy/Bullet Code Tutorial)
« on: February 25, 2011, 07:21:33 pm »
hee hee. whoops. let me fix that... yeah that doesn't work. it sort of shifts the screen over a bit, and then crashes the calculator... instead of crashing right away.

13
Axe / Re: Arrays in Axe (Enemy/Bullet Code Tutorial)
« on: February 25, 2011, 07:06:16 pm »
it's a lot of code, but here you go!!

Code: [Select]
:.SAND
:ClrDraw
:ClrHome
:Fix 1
:Text(5,10,"Zen Sandbox")
:Fix 0
:Repeat getKey(9)
:End
:ClrDrawr
:0→L
:0→W
:10→F→G
:0→{L1}
:0→{L2}
:Repeat getKey(15)
: If W>0
:  For(J,0,W)
:   {2*J+L2}→B
:   {2*J+L2+1}→C
:   Pxl-On(B,C)
:  End
: End
: For(K,0,L)
:  {2*K+L1}→X
:  {2*K+L1+1}→Y
:  Pxl-Off(X,Y)
:  If pxl-Test(X,Y+1)
:   rand^2*2-1→A
:   !If pxl-Test(X+A,Y)
:    X+A→X
:   Else!If pxl-Test(X-A,Y)
:    X-A→X
:   End
:  Else
:   Y+1→Y
:   Lbl RE
:  End
:  If Y>63 and (L>1)
:   conj(K*4+L1+2,-2,L-1→L-K*4+1)
:   Pxl-Off(X,Y)
:   Goto ER
:  End
:  If X<0
:   95→X
:  End
:  If X>95
:   0→X
:  End
:  X→{2*K+L1}
:  Y→{2*K+L1+1}
:  Pxl-On(X,Y)
:  Lbl ER
: End
: Pxl-Off(F,G)r
: If getKey(1)
:  G+1→G
: End
: If getKey(2)
:  F-1→F
: End
: If getKey(3)
:  F+1→F
: End
: If getKey(4)
:  G-1→G
: End
: If getKey(54) and (L<200)
:  L+1→L
:  F→{L*2+L1}
:  G→{L*2+L1+1}
: End
: If getKey(55) and (W<200) and (not(pxl-Test(F,G)))
:  W+1→W
:  F→{W*2+L2}
:  G→{W*2+L2+1}
: End
: Pxl-On(F,G)r
: Fix 5
: Text(0,0,L►Dec)
: Fix 4
: DispGraphr
: If getKey(56)
:  For(B,0,L*2)
:   0→{L1+B}
:  End
:  0→L
:  For(B,0,W*2)
:   0→{L2+B}
:  End
:  0→W
:  ClrDraw
: End
:End
:ClrDraw
[/tt]

14
Axe / Re: Arrays in Axe (Enemy/Bullet Code Tutorial)
« on: February 25, 2011, 05:50:42 pm »
well, when I was working on this project, it was the only thing in ram at the time, and i had axe set to auto backup.

15
Axe / Re: Arrays in Axe (Enemy/Bullet Code Tutorial)
« on: February 25, 2011, 03:40:13 pm »
I was trying to implement your item removal routine with my "falling sand" style game game, and it crashes my calc!! HELP!

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