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Messages - meishe91

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TI-BASIC / Re: Collision Detection
« on: September 25, 2015, 10:15:15 am »
If I am understanding you correctly, just move only if the next spot is valid to move to.
1. Take in key input.
2. Check the spot you would move to.
3. If the spot is valid, update the players coordinates. Else, don't do anything.
4. Go back to 1.

Ah, damn. I couldn't remember the sizes. I thought they were bigger than strings but smaller than matrices. Either way, I think they are still the fastest if I remember...And that's more what I was going for I think. I dunno, you guys know better than me now haha.

TI-BASIC / Re: Collision Detection
« on: September 19, 2015, 01:40:22 am »
I'll be honest, it's been a while since I've programmed on my calculator. But here a couple other tidbits (and others, please correct me if I am not remembering correctly). When you are using strings for collision detection you have to be a little careful for when your maps get larger. It can be a great way of doing it, but the further you have to search in the string for collision the slower your program is going to run.

You could, however, most likely use a list I believe. I can think of a few ways of accomplishing this, but with the list I don't think you will ever get slowness. The other side of that is that I believe lists are limited to a certain number of indexes, and you have a potential size issue again (but not as much as matrices if I remember correctly).

Anywho, just wanted to chime in real fast since I was mentioned.

Veterans, by all means tear this post to threads if I am incorrect :P

Web Programming and Design / Re: My own Homepage
« on: March 19, 2015, 09:07:52 pm »
Now i have an own homepage! yay!
Please tell me your opinion about it and give me some ideas what i can add or do next.

I embeded a youtube Playlist, but i want it to repeat. Is there a way to do this?

Check here.

TI-BASIC / Snake Game
« on: March 19, 2015, 06:53:26 pm » has been quite a while since I posted here. Hey everyone.

Anyways, point of this. A few years ago I wrote a snake game. That snake game was probably one of the smallest snake games (if not the smallest), at least at the time. 361 bytes (or whatever the unit is...I don't remember).

I was planning on not only releasing the game to you guys, but was also going to write a complete tutorial on basic game writing because I had kept each stage of the game. It would have just been about one way of going about a game. Places to start, how to think about it, maybe some optimization. I don't remember all the details.

Unfortunately, I have not come bearing this tutorial. I do come though with the text form. I've been planning on just posting it for a while now so you guys could play with it, but haven't had the time/motivation. So I figured why not today.

Code: [Select]
DelVar DDelVarS2→C
DelVar Y1→X //DelVar Y then 1→X
Repeat min(L1≠F
Repeat L>1
If Y
If Ans
DelVar Y
If Ans
DelVar X
Output(10fPart(L1(C)),iPart(L1(C)),"_ //_ = Space
If F=L1(1
Repeat min(L1≠F

I'll be honest, I don't remember how exactly everything works. But I do know that it basically just refreshes the start of the snake, deletes the last, and ya. Hopefully some of you guys can answer the questions about what things are doing what :P

I remember I had Kerm look this over after I wrote it and I don't think he saw any other spots to make it smaller or faster. I'm curious if you guys see anything.
I also apologize for if there is a typo somewhere in there. I don't think there is one, but could be.

If I ever am able to get the actual file off my calculator I'll try to attach that.

Pokémon Purple / Re: Pokemon Purple
« on: September 05, 2013, 11:13:10 pm »
Dial-up is still a thing?

Pokémon Purple / Re: Pokemon Purple
« on: September 05, 2013, 10:30:20 pm »
Ya, that's what I was saying. He's well aware of the method, but there is some reason he isn't. Whether it's speed, size, or something else.

Also, no if I remember correctly. There are most combinations but not all. I can't remember how many though, I think it's like 2...but not entirely sure. Z, or somebody, would know :P And ya, that's what I was saying in my longer post. That he'd either have to go without that set and substitute something else in OR he'd have to write in a specific statement that says "if this is a combination that doesn't exist, use the closest combination and turn on the correct pixels manually".

Pokémon Purple / Re: Pokemon Purple
« on: September 05, 2013, 10:03:07 pm »
Yes, but the other point is that it's his game and he has his reasons. Which, he has them. Honestly, he's probably considered all of this before (or maybe not, I can't read his mind). For all we know, the assembly is smaller and better. Ultimately though, it's not our choice. It's his.

Pokémon Purple / Re: Pokemon Purple
« on: September 05, 2013, 09:53:06 pm »
But they don't save any size unless he converts the 32x32 sprites to them. And they don't necessarily save speed. It all depends on the algorithm you write. (Which, knowing him he'd optimize that crap out of it until it was as small/fast as possible.) I mean I'd be willing to bet the assembly version is much faster because, well, it's assembly. It's inherently much, much faster than TI-BASIC. Assembly will also give a very smooth animation as everything will display evenly, if not instantaneously, from the speed. Text sprites need to be drawn either straight left to right, with a five pixel skip interval vertically, slowing down slightly the further into the string you read.

But again, I'm assuming he has his reasons for using assembly instead of text sprites.

Pokémon Purple / Re: Pokemon Purple
« on: September 05, 2013, 08:55:52 pm »
Nah, I'm pretty sure even with the extended characters you can't. I remember making a text sprite maker a long time ago and making sure there wasn't any hidden character that fills them in. (I'm pretty sure you have to use some for the combinations...)

Oh, and he most certainly knows how to use them. I mean it's tifreak :P He just has his reasons, such as the none-usable combinations or speed or something.

Pokémon Purple / Re: Pokemon Purple
« on: September 05, 2013, 05:03:05 pm »
The size may or may not be an issue. While hex data represents four pixels in every one "number" (he is using hex right?), text sprites would be five pixels (I believe) to every one character stored, but vertically instead of horizontally. So there is promise there. However, there is one, or two or something, combinations that are not possible with text sprites. (If I remember everything correctly...) But also, when you get to size, you may end up having a whole extra row of data because you have...16x16 (?)...sprites, which isn't divisible by 5 evenly...So that could be where you're wasting space.

(By the way, I am extremely if the above statement does not make sense, let me know and I'll try to rewrite it. I also didn't bother doing the math because I'm far too lazy for that as of right now.)

Okay, I did some math now. Since I'm fairly sure all his Pokemon are 16x16 the size wouldn't actually change at all. This is because with hex you are storing 4 characters for the columns (4 is the number of pixels per number, so 16 / 4 = 4) by 16 characters for rows (since you need a new character for each new row) while if you use text sprites you will have 16 column characters by 4 row characters (5 * 4 = 20; 20 > 16). If you used 3 row characters you'd be missing an entire row.

However, this changes if he were to use 32x32 sprites (which I think he is for the NPCs?). In which case you'd have 8x32 characters for hex (8 = 32 / 4), while you'd have 32x7 for text sprites (7 * 5 = 35; 35 > 32). So, you'd have 256 characters per every hex sprite, and 224 for every text sprite. Which turns out to be a 32 character difference.

I believe my math is correct, somebody correct me if I'm wrong.

Anywho, what I basically mean by this is that size isn't really an issue. The only issue, assuming what I said is correct, is that text sprites don't represent every combination of pixels. So if you had a Pokemon sprite that used specific combination of pixels you'd either have to go without those pixels, change the entire sprite so it doesn't use that combination, or write in a specific case in the display routine that will turn that pixel on (which...isn't a bad idea really...).

TI-BASIC / Re: Weregoose's Binary Conversion
« on: September 04, 2013, 04:21:44 am »
One of my first posts here was to ask about that exact snippet of code. Here it is, in all its brilliance:

Code: [Select]

Huh...I could have sworn I remembered it being smaller than that, or at least looking differently. Oh well, thanks :) Though, do you know what the B and N variables are?

OMG it's meishe! Good to see you, how have you been? In regards to weregoose's program, I don't know. You could ask over at cemetech. He still hangs around over there.

Yes, it's me haha. I have been...well let's just say I have been. How about all of you guys? Who all is still here and posting? And ya, I considered Cemetech...but...I decided here since I don't know if I have an account over there...............AND it would have been even more awkward haha. Also, I knew I had seen it here in the past and surely somebody had to have had it. So, I figured what the hey.

Hey nice to see you around Meishe91. I was a bit worried that some code snippets by Weregoose were gone due to UTI hosting (and the entire website) shutdown, but I'm glad this one is still around. :)

Ya, I try to pop in every blue moon or two...I miss it around here though, honestly. Been considering maybe coming back more often, but haven't decided. I probably should at least upload my Snake game at some point...'cause I still think that's a feat in and of itself. And ya, I thought about that but I wasn't sure if UTI was still around...and I couldn't remember the name for the life of me...(Sorry Goose, if you read this...).

TI-BASIC / Weregoose's Binary Conversion
« on: September 04, 2013, 01:35:19 am »
So...this is awkward as it has been so long since I've posted anything, let alone started a topic. But, does anyone happen to have Weregoose's binary conversion algorithm? The really small one that outputs into a list. I could probably go track it down, but I feel like it is somewhere in the nether-regions of this website by now...

Thanks O0

TI-BASIC / Re: Snake Source Code
« on: April 18, 2012, 02:28:37 am »
I have no idea. I was just kinda thinking about Axe the other day and was like "I wonder how far that's gotten now..."
I would like to start doing some things again but I don't know really. I mean I started the tutorial like two months ago and haven't gotten a chance to finish it :P Really need to though. We shall see.

TI-BASIC / Re: Snake Source Code
« on: April 18, 2012, 02:24:33 am »
Incredibly late post...again. But I am actually writing a tutorial/helper that involves a snake program I wrote. I was supposed to make this like a year ago but then life, school, and work took I'm still working on it but it should be coming out hopefully in the next few weeks.

TI-BASIC / Re: Jump Code Explanation
« on: April 18, 2012, 02:21:19 am »
This is an incredibly late reply, and probably has been answered by now. But there are a couple ways that I can think of off the top of my head. Depending on how you are storing your map data you can check the spots above and below in a check before falling or going up another spot. You could also have your sprites have a constant spot that is either taken or not, depending if it is a "solid" block or not that you check. Same concept though. Anyways...ya.

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