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### Messages - sjasogun1

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1
##### Other Calc-Related Projects and Ideas / Re: Compressing maps
« on: May 11, 2016, 01:11:48 pm »
Holy necropost batman!

Yeah yeah, I'm resurrecting this from its grave, but since the last time I visited here I've studied Computer Science at a university for a couple of years so I wanted to make an addendum to this technique in case anybody is still interested. Note that this is still interesting no matter what kind of calculator you are using, even if you don't use matrices.

So, the entire point of this compression in the first place was to reduce the wasted space from numbers having a much larger range than what you are actually making use of. My initial idea was to use prime numbers, but even that's wasteful is what I've found now that I have more experience with this sort of stuff. I won't touch on other compression techniques that rely on encoding here as a quick search on the site for "compression" already reveals plenty of topics about that.

So, the best way to actually do this is to use binary numbers instead. Take the number of tiles you have as N1 and calculate B1 = Floor(log2(N1)) as the number of bits you need to store your tiles. There's no need to use this number just yet, just store your tiles as the regular numbers in a data structure of your choice, like matrices. Be warned though that this only works if your tile id's start at 1 and increment by 1 - so for example if you have N=6 then the ID's for the tiles would be in the inclusive [1...6] range, leaving the 0 spot as a special 'this is not a tile' case that'll allow you to stack maps of different sizes using this method.

The trick kicks in when you want to store additional maps. Calculate the same B-value for your second map, so B2 = Floor(log2(N2)). Now calculate the sum of all previous B-values, Bsum,1 = B1 in this case since there is only one previous B-value. Make sure not to count the B-value of the current map! Now, multiply all of your tile ID's (again, the same range should be used) by 2Bsum,1 and add each of these adjusted tile ID's to the ones of the first map. Of course, you can keep repeating this for more maps, for example with Bsum,2 = B1 + B2 for the large map. Now you can retrieve any map from this compound map by dividing by 2Bsum,[map number - 1] (the same number the original ID's were multiplied by) and taking the Floor() of the result. So for the second map this would be Floor(ID / 2Bsum,1)

The way this works is by relying on binary numbers. If you don't know what these are I'm sure there are good primers on them somewhere on the internet so I'm not gonna bother explaining them right here. Basically what this math does is calculate what the least amount of bits is that can store all your tile ID's (B) and shift every consecutive map over by the sum of all B-values for the previous maps.
So let's take N1 = 6 and N2 = 21 as an example. B1 = 3 which is correct since the highest ID would be 6 which is 110 in binary, taking up the predicted 3 bits. B2 = 5, also correct since 21 is 10101 in binary. Now multiplying by 2 in binary has the interesting property of shifting all the bits one space to the left - 6*2=12 and indeed 12 in binary becomes 1100. So when multiplying the tile ID's for the second map by 2Bsum,1 = 2B1 = 23 all the bits will shift three spaces to the left, ensuring that there are always three unused bits all the way on the right - which are precisely filled by the bits that form the tile ID's of the first map! No matter which tile ID's are transformed this way those bits will never be overwritten, thus preserving both maps. That this works for multiple maps is easy to see, as the next map will have its ID's shifted Bsum,2 = B1 + B2 = 3 + 5 = 8 places to the left, leaving room for both previous maps.

This is much more efficient than the prime number conversion, and simpler to boot since you don't have to make a prime number calculator and can simply use built-in logarithms for the math instead. As a comparison, the prime-number method could only store 10 maps with 2 features this way, while this method can store 46 bits in total with 14 decimals of precision in the floating point numbers, which means a whopping 23 maps with 2 features as opposed to the 10 from the old method (Or 46 if you use 0 as traversible space instead of a special 'this is outside of the map' value)

This method of compression can be used for other purposes as well - you could even use it on the table of N-values for each map to combine all of those! Simply treat each N-value as a map with only 1 tile ID and use the value itself for the N-value of this imaginary map and you're set! You could store all N-values for all maps that fit in one matrix/other data structure in a single number this way if you wanted to. And for the true geeks who want to compress even further you could even use other compression techniques on this already compressed map to compress it even further, though the gains will be lessened as is usually the case when you're stacking compression methods.

Well, there's my first post to omnimaga in I think over three years. If this is too necro-y feel free to just move this to another thread altogether, but I felt that it was appropriate to post this improved version of a trick I came up with three years ago (but which has been widely known in the much improved version in this post to most computer scientists for decades) in the same thread I originally posted it. Hope this helped someone!

2
##### Casio PRIZM / Re: [fx-9750GII] MClite - MCL for Casio Calcs
« on: April 03, 2013, 04:44:30 am »
How did you do the jumping exactly? I'm assuming that you can move in mid-air for simplification purposes and saw that the character can jump three blocks high, and so I ended up with the following piece of code, partially derived from your earlier help thread:
Code: [Select]
If K=28 And Y<7   Then If Mat C[Y+1,X]>0      Then 3->V   IfEndIfEndIf V>0 And Y>1   Then If Mat C[Y-1,X]=0      Then 1->Mat C[Y,X]      Locate X,Y," "      Y-1->Y      9->Mat C[Y,X]      Locate X,Y,"I"      V-1->V      Else 0->V   IfEnd   Else 0->VIfEnd
The 'Else 0->V' parts are there to set the upward moving speed to 0 as soon as the top of the screen is reached or if there is a solid block above the character. Also, to make this work properly the condition for the falling If-statement has to have 'And V=0' in it. I don't know whether it's quite what you did but at least the effect is the same.

3
##### Casio PRIZM / Re: [fx-9750GII] MClite - MCL for Casio Calcs
« on: April 02, 2013, 03:52:50 am »
If there is no way of directly putting fx-9750GII programs on the fx-9860GII I'd be willing to port it for you.

Looks very nice so far, and it's fast to top!

4
##### Casio Calculators / Re: [casio-basic problem] Argument Error with Matrices and If Clauses
« on: April 02, 2013, 03:39:04 am »
Code: [Select]
{7,21}->Dim Mat CFill(0, Mat C)1->XRanInt#(3,6)->Y0->A0->B0->KWhile X<22   Y+RanInt#(-1,1)->Y   If Y>7      Then 7->Y   IfEnd   If Y<2      Then 2->Y   IfEnd   Locate X,Y,"()"   1->Mat C[Y,X]   For Y+1->I to 7 Step 1      Locate X,I,"[]"      2->Mat C[Y,X]   Next   X+1->XWhileEndLocate 1,2,"I"9->Mat C[2,1]1->X2->YWhile K!=47   Locate 1,1,"()"   Locate 2,1,A   Locate 6,1,B   Locate 5,1,"[]"   If Mat C[Y+1,X]=0      Then Locate X,Y," "      0->Mat C[Y,X]      Y+1->Y      9->Mat C[Y,X]      Locate X,Y,"I"   IfEnd   Getkey->K   If K=38 And X>1 And Mat C[Y,X+1]=0      Then 0->Mat C[Y,X+1]      Locate X,Y," "      X+1->X      9->Mat C[Y,X]      Locate X,Y,"I"   IfEnd   If K=27 And X<27 And Mat C[Y,X-1]=0      Then 0->Mat C[Y,X-1]      Locate X,Y," "      X-1->X      9->Mat C[Y,X]      Locate X,Y,"I"   IfEndWhileEnd
I put some tabs in your code so it's easier to read, and I noticed that X-1 is not a valid matrix value at that point in the code. Before that you assigned 1 to X but didn't change it afterwards. So this IF-statement is trying to check whether Mat C[Y,0]=0, but Mat C[Y,0] is not a valid Matrix element. I can't tell you how to prevent this since I don't know what you want to count the 'borders' of the screen (since that's what I assume you have there) as, but the rest of your code looks fairly advanced so you should be able to figure out how to prevent X from being 1 at that point in the code.

EDIT: I also noticed that this part:
Code: [Select]
   For Y+1->I to 7 Step 1      Locate X,I,"[]"      2->Mat C[Y,X]   NextHas a mistake; Shouldn't it be
Code: [Select]
      2->Mat C[I,X]instead of
Code: [Select]
      2->Mat C[Y,X]
EDIT2: Also, in the two IF-statements for horizontal movement you assign 0 to the matrix element you just checked to be 0 (Y,X+1 and Y,X-1, specifically). Looking at the IF-statement for the falling you probably meant that to be Y,X for both of them, otherwise the "I" won't delete properly.

Also, I just realized that this program is the MCLite thingy you have already posted so presumably you have already fixed those problems and I am just wasting my time explaining stuff you already figured out.

5
##### Other Calc-Related Projects and Ideas / Re: Compressing maps
« on: March 28, 2013, 06:44:09 am »
This sounds like a very intriguing new way to save memory!  You better watch out though, since even though the maximum value for a number in a matrix is 10^99, the numbers are stored in floating point format.  What this means is that even though you can store very large numbers, the precision of them will only be about the last 14 digits or so (depending on your calculator model).  This will result in extremely large numbers being seemingly divisible by numbers they cannot be divisible by.  For example, a large enough power of 2 will return 0 when you ask for remainder 3.

You're absolutely right! I just tested it, and 14 digits is indeed the maximum precision for my model, which lowers the limit for 1-feature maps to 12 and 10 for 2-feature maps. A bit of a bummer, but still a significant gain, especially when considering that you can always take another matrix to store a dozen extra maps.

Another method that you might be interested in works like this:
Say you have 10 different tiles and numbers are stored with 14 digits of precision. You can then store each map layer with the nth digit in the number. To access the map in TI-BASIC code:
Code: [Select]
10fPart(10^-N[A]If you aren't familiar with TI-BASIC, fPart( simply grabs the decimal part of a number (leaving off the integer part). If the language you are using doesn't have that, there is probably some equivalent to a floor() function (round down to the nearest integer) and you would essentially do #-floor(#).

If you have M different tiles, you can theoretically store up to floor(14/log(M)) different maps in a single matrix element, this way. However, I would go with 1 less than that to avoid precision problems. Your code for extracting a given matrix would be to replace the 10 in the above code with M.

I hope to see more ideas Encoding data with primes and properties of numbers can have some pretty interesting effects.

That's a very interesting method! There are only two small downsides it really has: one is being limited to a maximum of 10 features before it reduces your storage capability by half. But when you use two decimal places for each tile instead of 1 you can store as many as 100(!) different tiles, allowing you to store maps that are more artistic, while still reducing your storage by a factor of 6 (I take 12 decimal places as the limit just to make sure I don't go over it, otherwise the factor would be 7 (14/2)). The second is that this storage method is far less efficient when you use it with maps that don't need 10 different features, but even so it is more efficient than my method since it allows for up to 13 maps to be stored in a single matrix as opposed to my 12 maps which is only in the best-case-scenario of using only 1 terrain feature.

Hmmm... I think I might change the first post a bit to make this thread more of a discussion for different methods to compress maps, and perhaps even to simply 'compression methods' if the need to discuss compression for data other than maps arises.

6
##### Other Calc-Related Projects and Ideas / Compressing maps
« on: March 27, 2013, 09:47:26 am »
Most people who program games on their calculator have encountered them: maps. They can take many shapes, sizes and forms, but they always have one thing in common. They occupy a lot of memory. Now, I think I have found a solution to this problem or at least an improvement from the current situation. It mainly revolves around using Matrices to store variables for 2D maps in.

Normally a matrix is very handy for storing numbers in that represent something on the map without having to worry about storing the coordinates for you since matrices have the coordinates built into them. The problem is that matrices tend to take up a lot of memory as they get bigger. For example, on my calculator, an fx-9860GII, a small 10x10 matrix takes 1236 bytes, and a 7x21 matrix that has the dimensions of the screen as far as ASCII goes takes 1800 bytes. And that is just a single matrix. A game will need many more to be of any use as a single screen-sized level won’t allow you to make much of a game that actually needs maps. Storing it in an array doesn’t make any difference either: it still takes 1800 bytes on my device (though it may save you a little bit on another device).

The solution I propose is as follows. You start by generating a list of prime numbers. You probably won’t need much more than 10 for simple maps that only include walls and have the exit hard-coded into them (meaning it is represented as an ‘empty’ square in the matrix but the code has something happen when the player stands on the spot where the exit is), but for maps that have more features on them you’ll need to generate more prime numbers as well (how many exactly will be detailed further in the explaination.)

Now, start by making yourself a map, probably something simple like a maze because you only have walls to work with for now. Put 1 in the matrix for any empty square and the first prime number on your list, which should be 2 if you did it correctly, for any wall. The reason for not using 0 as the 'empty' squares will become obvious in a minute. Now we have our first map. Nothing much, right? A player should be able to solve this maze in well under a minute. So, we’ll need more mazes. But instead of making another matrix to store the next maze in we’ll store it in this one, without changing it dimensions.

To do this you take your list of prime numbers. The first prime number is 2, but we already have 2 in our maze. So we’ll start with the second prime number: 3. Now, to make the process of making the new maze easier make yourself a new matrix. Make another maze of the same size as the previous one here, but this time use 3 for the walls instead of 2. Empty squares are still 1. Now, when you’ve finished, you multiply each square in the matrix with the matching square in the other one. So, you multiply A[1,2] with B[1,2] and A[5,12] with B[5,12]. This multiplication is why empty squares shouldn't be 0; multiplying with them would always give you zero. Before you start the multiplication, there is one important precaution to take: multiplying each square in a matrix with its corresponding square in another matrix is not the same as multiplying the two matrices. You’ll have to write a double loop in order to get the multiplication right.

Now, you end up with a matrix that looks like garbage. It has 1,2,3 and 6 scrambled all over it. The trick is that this matrix contains both of the original maps. Extracting them goes as follows: If you want the first map you take the first prime number (2) and go over each square of the combination matrix to see if the number in that square is divisible by 2. If so, count that square as a wall. If not, count that square as an empty square. If you draw the result on the screen you’ll see that it has produced your original maze again. You can extract the second maze in the same way, with the difference that you’ll take the second prime number (3) as your divisor. You can make many more mazes and multiply the squares in them with those in the combination matrix to store them all in the same one, going over the rest of the prime numbers. So 5 will be the wall in the third maze. 7 the wall in the fourth maze, 11 the wall in the fifth maze and so on.

This neat little trick makes use of one of the useful properties of prime numbers: every number has a unique set of prime factors. This means that if you take a random number like 59175839719 and figure out how to divide it into prime numbers there will be no other product of prime numbers that will produce the same number. In the compressed matrix this is easy to see. No prime number is divisible by 2 except 2 itself since the basic definition of prime numbers is that they can only be divided by themselves and 1. So, only the squares that were labeled with 2 in the first maze will ever be divisible by 2 since we only multiply by prime numbers. The same goes for all of the other prime numbers we used.

The only downside of this technique is that, in its current form, it only works for maps that have only two different kinds of squares: empty ones and walls in this case. There is an easy way to add more types of squares to the map though: simply skipping prime numbers. For example, in the first maze you’d use 1 for empty squares, 2 for walls, 3 for pitfalls that put you back a level and 5 for invisible walls. In the second maze you’d then use 1 for empty squares, 7 for walls, 11 for pitfalls and 13 for invisible walls. The only downside of this is that you need more prime numbers for more different features in your maps, scaling linearly for the amount of features. 1*10 prime numbers will allow you to make 10 maps with 1 feature (walls), 2*10=20 prime numbers will allow you to make 10 maps with 2 features (walls and pitfalls) and 3*10=30 prime numbers will allow you to make 10 maps with 3 features (walls, pitfalls and invisible walls). Luckily this only scales linearly so adding a feature will only add as many prime numbers as you want maps. Another advantage is that arrays (called Lists on my fx-9860GII) and matrices will usually reserve the same amount of memory for every element: enough to hold a number up to 9.99*10^99. This means that having a value like 6469693230 in your matrix (the product of the first 10 prime numbers) in your list won’t take any extra memory, effectively making the limit 53 prime numbers (after which the combined product of them, which is the worst case scenario, exceeds 10^99). Of course, this limit only applies to maps that only use walls: in maps with two features 2 and 3 can’t be multiplied, nor can 5 and 7 or 11 and 13, thereby raising your limit to 91 primes (took me a while to calculate that ). The limit to the amount of maps you can make does shrink as you add more features (from 53 to 45 in this case) but it won’t shrink too fast, especially not when you consider that adding more features gives maps potential to be harder thus requiring less to make an interesting game.
Also, if you need to store more maps you can simply make a second matrix in which you can re-use your prime numbers to store even more maps, thus reducing your memory load by a factor of 30~50, depending on the amount of features you add (not 30~53 as the code for generating primes, the storage for the primes and the code for extracting a map all take extra space as well, but not much and the 'memory reduction factor' only increases as you add more maps).

I hope you all like my idea and can put it to some use!

7
##### Casio Calculators / Re: Music Player for FX-9860GII/hacked FX-9750GII (Does not need SD card!)
« on: February 09, 2012, 01:10:51 pm »
I can't seem to build it, it tells me the scif.h file is missing on lines 77, 94 and 111 even though #include"scif.h" is there just fine. The file itself is present as well. It should be in the same folder as the .g1w and .c files, outside of the DEBUG and Init folders right?

8
##### Casio Calculators / Unsendable data items
« on: January 23, 2012, 01:56:31 pm »
I posted this before in the 'Getting started in Casio Basic' topic but since this isn't really on a 'getting started' level I decided to make a seperate thread.

In the guide of the Casio fx-9860 GII I found a list of data items that can be sent over communications. In regards to my previous question (in the Getting started in Casio Basic topic) a data type that is missing from this list could be used to contain a unique password of some sort. The problem is that I haven't found any data types not present on this list. But since there is a list in the first place I am sure they must exist. Do any of you see a data item missing from this list?

Spoiler For Spoiler:
ALPHA MEM (alpha memory contents)
<CAPTURE> (Capture memory group)
CAPT n (Capture memory (1 to 20) data)
CONICS (Conics setting data)
DYNA MEM (Dynamic Graph functions)
EQUATION (Equation calculation coefficient values)
E-CON2 (E-CON2 setup memory contents)
FINANCIAL (Financial data)
<F-MEM> (Function memory group)
F-MEM n (Function memory (1 to 20) contents)
<G-MEM> (Graph memory group)
G-MEM n (Graph memory (1 to 20) contents)
<LISTFILE> (List file group)
LIST n (List memory (1 to 26 and Ans) contents)
LIST FILE n (List file memory (1 to 6) contents)
<MATRIX> (Matrix group)
MAT n (Matrix memory (A to Z and Ans) contents)
<PICTURE> (Picture memory group)
PICT n (Picture (graph) memory (1 to 20) data)
<PROGRAM> (Program group)
Program names (Program contents (All programs are listed.))
RECURSION (Recursion data)
SETUP (Setup data)
STAT (Stat result data)
<STRING> (String memory group)
STR n (String memory (1 to 20) data)
SYSTEM (OS and data shared by applications (clipboard, replay, history, etc.))
TABLE (Table data)
<V-WIN> (V-Window memory group)
V-WIN n (V-Window memory (1 to 6) contents)
Y=DATA (Graph expressions, graph draw/non-draw status, V-Window contents, zoom factors)

Original data can be found through the link down here, page 318 and 319.
http://education.casio.com/resource/pdfs/GII%20User%20Guide.pdf

9
##### Casio Calculators / Re: Getting started in Casio-Basic? You can ask here.
« on: January 18, 2012, 07:46:55 am »
In the guide of the Casio fx-9860 GII I found a list of data items that can be sent over communications. In regards to my previous question a data type that is missing from this list could be used to contain a unique password of sorts. The problem is that I haven't found any data types not present on this list. But since there is a list in the first place I am sure they must exist. Do any of you see a data item missing from this list?

Spoiler For Spoiler:
ALPHA MEM (alpha memory contents)
<CAPTURE> (Capture memory group)
CAPT n (Capture memory (1 to 20) data)
CONICS (Conics setting data)
DYNA MEM (Dynamic Graph functions)
EQUATION (Equation calculation coefficient values)
E-CON2 (E-CON2 setup memory contents)
FINANCIAL (Financial data)
<F-MEM> (Function memory group)
F-MEM n (Function memory (1 to 20) contents)
<G-MEM> (Graph memory group)
G-MEM n (Graph memory (1 to 20) contents)
<LISTFILE> (List file group)
LIST n (List memory (1 to 26 and Ans) contents)
LIST FILE n (List file memory (1 to 6) contents)
<MATRIX> (Matrix group)
MAT n (Matrix memory (A to Z and Ans) contents)
<PICTURE> (Picture memory group)
PICT n (Picture (graph) memory (1 to 20) data)
<PROGRAM> (Program group)
Program names (Program contents (All programs are listed.))
RECURSION (Recursion data)
SETUP (Setup data)
STAT (Stat result data)
<STRING> (String memory group)
STR n (String memory (1 to 20) data)
SYSTEM (OS and data shared by applications (clipboard, replay, history, etc.))
TABLE (Table data)
<V-WIN> (V-Window memory group)
V-WIN n (V-Window memory (1 to 6) contents)
Y=DATA (Graph expressions, graph draw/non-draw status, V-Window contents, zoom factors)

Original data can be found through the link down here, page 318 and 319.
http://education.casio.com/resource/pdfs/GII%20User%20Guide.pdf

10
##### Math and Science / Re: Rewriting Formulas
« on: January 15, 2012, 04:52:23 am »
The problem is that I can't simply multiply and then divide by m because my calculator can't have no value assigned to a variable. Thus I use 0 to indicate an 'empty' variable. In this case m would be 0 so I can't multiply by it and then divide again.

I did think of a method to do this though; if I fill in two random numbers (say between 1 and 10^6) for m and see if the answers match it must mean I can cross it out of the equation. To do that for every variable in every equation every single time will make the program work far more slowly though.

To get back to my question, is there an algorithm that crosses out variables from an equation like this?

11
##### Math and Science / Re: Rewriting Formulas
« on: January 14, 2012, 04:20:50 am »
If you'd want to do that that'd be awesome! An example in any language will do since I don't think stuff like pointers will be necessary to do this.

12
##### Math and Science / Rewriting Formulas
« on: January 12, 2012, 02:31:59 am »
I’m trying to create a program that is able to solve certain physics problems (right now they’re all related to circular motion) for school. The problem is that the program doesn’t cover everything. I have rewritten all of the formula’s by hand and put them in the program’s code to let it process the data.

My problem is that it is unable to combine two formula’s in a way some variables get cancelled out.

For example, take a rollercoaster in a theme park. The track of the rollercoaster contains a looping with a radius of 2,0 metres (r=2,0). We assume that the gravitational accelleration is 9,81 m/s^2. How fast does it have to go at the top of the looping to prevent the carts from falling out? (we ignore the weight-shift of the cart train as it moves a along the track, as well as the friction)

We can solve this by equaling two formula’s: the one for the centrifugal force and the one for the gravitational force. F(centrifugal)=F(gravitational) Because the centrifugal force points directly from the center of the circle to the cart which is straight up when it is at the top, the opposite of the gravitational force’s direction.

We get (m*v^2)/r = m*g
Multiply with r
m*v^2 = m*g*r
divide by m
v^2 = g*r
v = sqrt(g*r)
filling that in gives
v = sqrt(9,81*2,0) = 4,3 m/s

This equation crosses the m out of the equation, something my program isn’t able to do. I can’t figure out how to make it do that. Does anybody know an algorithm for crossing out variables like this?

13
##### Casio Calculators / Rewriting formula's
« on: December 20, 2011, 07:27:41 am »
I’m trying to create a program that is able to solve certain physics problems (right now they’re all related to circular motion) for school. The problem is that the program doesn’t cover everything. I have rewritten all of the formula’s by hand and put them in the program’s code to let it process the data.

My problem is that it is unable to combine two formula’s in a way some variables get cancelled out.

For example, take a rollercoaster in a theme park. The track of the rollercoaster contains a looping with a radius of 2,0 metres (r=2,0). We assume that the gravitational accelleration is 9,81 m/s^2. How fast does it have to go at the top of the looping to prevent the carts from falling out? (we ignore the weight-shift of the cart train as it moves a along the track, as well as the friction)

We can solve this by equaling two formula’s: the one for the centrifugal force and the one for the gravitational force. F(centrifugal)=F(gravitational) Because the centrifugal force points directly from the center of the circle to the cart which is straight up when it is at the top, the opposite of the gravitational force’s direction.

We get (m*v^2)/r = m*g
Multiply with r
m*v^2 = m*g*r
divide by m
v^2 = g*r
v = sqrt(g*r)
filling that in gives
v = sqrt(9,81*2,0) = 4,3 m/s

This equation crosses the m out of the equation, something my program isn’t able to do. I can’t figure out how to make it do that. Does anybody know an algorithm for crossing out variables like this?

14
##### Casio Calculators / Re: fx-9860G: C Addin & CASIO Basic programs works together
« on: December 19, 2011, 08:04:12 am »
The significance of this is that this enables one to actually write new commands you can use in a simple BASIC program. Watch the video Pierrott posted for example. This is one of the best CASIO utilities I've come across.

To both Pierrott and MPoupe, keep up the good work!

15
##### Casio Calculators / Re: Getting started in Casio-Basic? You can ask here.
« on: December 08, 2011, 04:42:34 am »
I've been attempting to make a 'protected' program. I want people to be able to run it at any time but I want to prevent them from transferring the program(s) to other calculators. Unfortunately the built-in password function of the fx-9860 GII only prevents one from editing the program, not from transferring it. I've been trying to think of ways to make sure people can't transfer the program to others but so far to no avail.

The problem with an idea such as a password built in the program I modify for each person I give the program to is that the password will just be copied along with the program. Does anybody know a solution to this problem or whether or not there even is one?

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