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Topics - Compynerd255

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Humour and Jokes / McRolling - Worse than Rickrolling?
« on: July 07, 2011, 12:03:42 am »
I'd like to get your thoughts on this. I don't know if this should be in Humor and Jokes, but here goes:

Have you ever noticed that you cannot tell that a McDonald's commercial is a McDonald's commercial until the end? For example, I once saw this commercial where it had all of these people in colored shirts running around on a white background, and it looked cool until some people in yellow shirts got into the traditional Golden Arches and the "ba dap bap bap ba" jingle played. (Sorry that there isn't an example video - I don't have access to Youtube) And don't get me started on those intricate Line Rider maps that turned out to be McDonald's commercials...

It's worse than Rickrolling! It's McRolling!

TI Z80 / [Axe Parser 2011 Contest Entry] The Slime
« on: June 23, 2011, 10:40:47 am »
I've got my new contest entry: The Slime! The point of the game is that you are a slime that moves by latching to walls. You can cling horizontally and vertically, defy gravity, and do other things. The object is to get through the labyrinth while avoiding the Minotaur slime that wants to eat you.

EDIT: Screenies!

TI Z80 / Plants vs Zombies
« on: June 10, 2011, 11:06:20 am »
This is a project that I started a few weeks ago, after finishing Eitrix. I wanted to port Plants vs Zombies for iPhone onto the 83 Plus, in Axe. I did get a good start on it, and I was able to add the Sunflowers, Peashooters, and bullets, and also added walking zombies. However, I'm having a little problem that I'm discouraged with: As you can see by the screenshot, the bullets aren't hitting the zombies - they just pass right through. Could I please have some help? I've provided the source and executable.

EDIT: Oops, I forgot to provide the source and executable! Here you guys are. Feel free to use this code however you want. :)

Art / Other Side
« on: May 19, 2011, 03:30:34 pm »
This is some concept art for a video game / movie / graphic novel idea that my friend had. I've been working with him for the past several months on designing the world of Other Side. To picture Other Side, think of this:
- So, the world has an outward curvature, correct?
- Now imagine: instead of being on the outside of a ball, you are on the inside of a hollow ball. That is Other Side.
Other Side is also kind of an "opposite" world as opposed to the surface world (Outside). While the surface is based on physics and reality, Other Side is based on magic and imagination. However, human dynamics on both sides are much the same, including human nature and war.
Whenever a rainbow is energized by a lightning strike, a temporary portal is created on both sides, allowing passage between Outside and Other Side. Many civilizations (such as Atlantis, El Dorado, and the Mayans) have disappeared inexplicably because they were transported to Other Side.
Perfect rainbows (rainbows created from white light, such as that of the Sun) are capable of transporting people. However, imperfect rainbows (those created from non-white light) created and energized in Other Side are used to preform magic and summon creatures. Summoners are people that can create lightning and thus use magic in this way.

These concept drawings here are drawings of the soldiers and Summoners for two of many civilizations: Atlantis (the surface world civilization that was transported to Other Side) and Atlas (the Atlantis of Other Side that was forced to retreat). There will be many more civilizations here, as well as different creatures.

Miscellaneous / What's your status?
« on: May 18, 2011, 10:38:57 am »
You know, your social status? I'm just wondering if being a computer nerd has any bearing on this.
(If you don't want to answer, please mark Prefer Not to Answer so we can get a better percentage.)

Miscellaneous / Darwinian Theory of Ideology
« on: May 10, 2011, 04:20:13 pm »
You know Darwin's theory of evolution? I've been thinking about this recently, and have found that the principles of this theory, with little modification, can apply to ideology as well:

Darwin's original theory of evolution, as dissected by Ernst Mayr, is quoted here:
OBSERVATION 1: All species have such great potential fertility that their population size would increase exponentially if all individuals that are born reproduced successfully.
OBSERVATION 2: Populations tend to remain stable in size, except for seasonal fluctuations.
OBSERVATION 3: Environmental resources are limited.
INFERENCE 1: Production of more individuals than the environment can support leads to a struggle for existence among individuals of a population, with only a fraction of offspring surviving each generation.
OBSERVATION 4: Individuals of a population vary extensively in their characteristics; no two individuals are exactly alike.
OBSERVATION 5: Much of this variation is heritable.
INFERENCE 2: Survival in the struggle for existence is not random, but depends in part on the hereditary constitution of the individuals. Those individuals whose inherited traits best fit them to their environment are likely to leave more offspring than less fit individuals.
INFERENCE 3: This unequal ability of individuals to survive and reproduce will lead to a gradual change in a population, with favorable characteristics accumulating over the generations.

Now, let's change the wording slightly to apply to ideology. "Survival" is an idea's ability to be believed, and an idea "reproduces" when another person begins to believe it:
OBSERVATION 1: All ideas have such great potential acceptance that their number of people who believed them would increase exponentially if the idea was accepted without question.
OBSERVATION 2: Only a percentage of the human population buys into a particular idea.
OBSERVATION 3: Some ideas contradict: accepting one idea means rejecting another.
INFERENCE 1: Production of more ideas than the environment can support leads to a struggle for credence among different ideas, with only a fraction of ideas being accepted.
OBSERVATION 4: Ideas vary extensively in their characteristics; no two ideas are exactly alike.
OBSERVATION 5: Much of this variation springs from derivative ideas.
INFERENCE 2: Survival in the struggle for acceptance is not random, but depends in part on the constitution of the idea. Those ideas whose traits best fit them to their audience are likely to take better hold than less fit ideas.
INFERENCE 3: This unequal ability of acceptance will lead to a gradual change in our ideology, with favorable ideas accumulating over the generations.

This idea has other implications as well: Classes of ideas (species) can die out, ideas can "interbreed", ideas can die out but still be known (fossils), etc. Tell me what you think about this.

Gaming Discussion / M.U.L.E.
« on: May 04, 2011, 05:22:46 pm »
I just discovered this great game that my dad used to play as a kid: M.U.L.E.. It is a strategy / economic game for the Atari 800 computer, where you develop plots of land and exchange resources in a free market invironment. Different resources have different uses in the otherworld economy: Food lets you do things, Energy drives your M.U.L.E.s (the mule-like robots that you install on the land), and Smithore is used to make more MULES. It is very complex for an Atari game, with 4 player support, various real economic concepts (such as supply and demand pricing, as well as economies of scale), other ways to earn free money, etc. What's more, the Atari 800 emulator that comes with the game supports ONLINE MULTIPLAYER! Please download at I hope that we can get some games started over IRC!

Humour and Jokes / Giant cereals with singular nouns
« on: April 23, 2011, 12:31:46 am »
You know how many cereals have plural names, like Rice Krispies and Corn Flakes? Well, what if the cereal companies sold giant versions of their cereals, sold in singular packages (one piece of cereal per box). Then, you would have to change the cereal names to singular nouns, like:
  • Rice Krispie
  • Corn Flake
  • Honey Bunch of Oats
  • Froot Loop
  • Frosted Flake
  • Lucky Charm (this one is the best because you never know whether you are going to get a giant marshmallow or one of those weird nasty oat things  :()
What do you think? (Please feel free to submit photoshop magic!  :D).

Axe / Constants in an Axiom
« on: April 11, 2011, 04:22:46 pm »
I'm working on a simple CALCnet axiom (I'm not really an ASM programmer, but all CALCnet needs is four subroutines and a few memory pointers). Because CALCnet relies so much on pointers, how do you define a constant in Axe, like how L1-L6 function?
Can I just define the constant as a replacement routine,
Code: [Select]
or do I need to define all of the things you can do with the constant (load, add, subtract, multiply, divide...)?
Code: [Select]
ld hl, $8800
add hl, $8800
sub hl, $8800

The Axe Parser Project / Axe Calcnet Library - Testing
« on: March 31, 2011, 10:35:31 am »
I have been working on an Axe Library for CALCnet interfacing. I have made good progress and gotten the concept down. However, the program doesn't work, and I can't figure out why.  :'( Could all you good people in the community please help me?

Axe / Key Timers
« on: March 15, 2011, 10:49:04 am »
I started this topic not because I have a question, but I have something cool to share. By default, in Axe, you can either use GetCSC to read your keys or read the input directly. However, this means that the key either responds once per press or responds as long as it is held down. What if you would like the key to instead respond every few frames, like a variable key repeat function? The solution is a key timer, which I will demonstrate below:

1. Set aside an area of free RAM, one byte per key you plan to read (the example uses 4 keys, one for each directional arrow):
Code: [Select]
Fill(L1, 2

2. Create a subroutine that updates the key timers for each key:
Code: [Select]
Alternatively, instead of +1, you can add a variable that is updated by an interrupt.

3. After calling that subroutine, check for each key like so and preform the action:
Code: [Select]
If {L1}+1<127
...check the other keys...

4. After doing all you want to with the key, insert the following between your action and the End:
Code: [Select]
{L1}-[key delay in frames]→{L1}

The total effect of this code means that a key will register the instant it is pressed, and will then repeat in the delay you set.
This code is useful because not only does it let you control your key repeats, but it also condenses all your direct key reads to one place, allowing you to easily change the keys.

Miscellaneous / Content Rating System
« on: March 10, 2011, 10:33:16 am »
I don't know about you guys, and I don't know how to put this tactfully, but I think that calc gaming has evolved to the point where we need a content ratings board. As I have played several notable games, I couldn't help but double take at some of the stuff I find:
  • Swearing of different degrees in several RPGs
  • Graphic violence
  • Adult/Criminal themes
  • Sexual overtones
  • And other things...
I'm not naming specific games because I don't want to aggravate anyone, but it's multiple people.
Now, I'm not saying that these games should be taken down. I just think its fair that people who don't find this stuff palpable be warned that they will find it in there. A good community rating system I've seen is the one on XNA Games. Just tell me what you think about this.

The Axe Parser Project / Axe Interrupt Bug
« on: March 09, 2011, 10:29:38 am »
I wanted to report a bug in the fnInt command. In Eitrix, I use an interrupt to automatically manage key timing and linking. Sometimes the interrupt functions perfectly, but at other times the calculator freezes as soon as it hits the fnInt command, requiring a battery pull. And the problem only happens in one shell at a time - sometimes it only happens in MirageOS, and at other times it only happens in DoorsCS. But when it fails, it is always a freeze that requires a battery pull. Do you know what is going on?

Here's a generalized code sample:

Code: [Select]
fnInt(CLK, 2
... game code ...


TI Z80 / Larn for calculator
« on: January 19, 2011, 10:26:07 am »
I had another idea for a game if anyone is interested in writing it: Larn. For those of you who don't know, Larn is a text-based rouge style game where the object is to find the unique "potion of cure dianthortis" and bring it back to your ailing daughter. However, the potion is hidden at the bottom of a volcano that is also populated with dragons and demons, which means that you have to power up your strength and equipment if you hope to survive. What makes the game interesting is that there are so many ingame items that it is impossible to find them all in one run of the game (which can last under 10 minutes, depending on how careful you are). More information can be found on Please reply if you are interested.

TI Z80 / Netrek for Calculator
« on: January 19, 2011, 10:18:35 am »
Although I'm in the middle of another project and would not have time for this, I had a sweet idea for a game in case anyone wants a challenge: Netrek. For those of you who don't know what it is, Netrek is a game that is very loosely based on Star Trek. In it, you fly around in different types of ships suited to different tasks, dogfight other ships, and use those newfound kills to have the privledge of shipping armies, which will allow you to genocide the enemy race (the object of the game). More information on it can be found on Tell me if this idea interests anyone!

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