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Messages - Builderboy

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16
TI Z80 / Re: Motherload
« on: August 14, 2013, 11:23:45 pm »
         I think the best solution would be to do something like the following.  First you will need some sort of deterministic random number generator (not axe's).  By using a random seed as a map key, combined with using the coordinated of a tile as a secondary seed, you would be able to generate the entire map from a single seed key.  More importantly, you could generate any tile in constant time, independent of any other tiles, and would not be restricted to having only 16 possible tile values.  Then it is only necessary to store a single bit of information for each tile, whether or not it has been dug or not.  With a map 128x256 you would only need 4096 bytes to store the entire state (plus the map key).  This is small enough that you could easily store it in an appvar.  When scrolling, you (assuming 8x8 tile size) can only see a maximum of 117 tiles at once, which is plenty small to fit into a small RAM area.  This 13x9 map area would be constantly updated as the screen scrolls by generating the new tiles using the map key and tile position as seed, and then setting the tile state to filled or dug based on the bit you read from the appvar. 

17
The Axe Parser Project / Re: Funny axe code !
« on: June 25, 2013, 12:55:37 am »
There are a million different ways to crash your calc by giving bad arguments to Axe commands, but it's quite difficult to catch them all.  You could definitely check for zero in the case when it is a constant defined, but then you would still run into trouble when it is a variable, which leaves the behavior inconsistent and possibly undesirable.  In the end I imagine it's just really low on the priority list of things to do for Axe.

18
The Axe Parser Project / Re: Funny axe code !
« on: June 24, 2013, 11:31:11 pm »
The Axe Documentation states that 0 is not a valid size for the Fill argument. 

19
Maximum Security / Re: DT's unnamed puzzle platformer
« on: May 06, 2013, 04:12:06 am »
You've shown us screenies before, did you only transfer the executable at that time? D:

20
The Axe Parser Project / Re: Features Wishlist
« on: April 27, 2013, 10:38:50 pm »
The problem with making Basic fast, is that you would have to actually change the way the language works in order to get any good amount of speed.  Basic is slow for 2 main reasons, the first being that every single graphics command updates the screen.  Even asm games are slow if they are forced to update the screen after every drawing command.  The second reason is that all the math is in floating point, which is inherently slow.  That is why all attempts to make a fast version of basic have gone on to design their own languages like Axe or Grammar

21
TI-BASIC / Re: Var deletion
« on: April 20, 2013, 03:35:41 pm »
What calculator is this for?

22
Axe / Re: Random Number
« on: April 18, 2013, 09:02:03 pm »
The command 'rand' generates a random number from 0 to 65535.  To restrict that range to a smaller range, you can use the modular arithmetic operator ^ like so: rand^37.  This divides the random number by 37 and returns the remainder.  By the nature of the remainder, its range is from 0 to N-1 when you divide by N, so this function returns your desired number from 0 to 36. 

23
Humour and Jokes / Re: The Rules Game
« on: April 18, 2013, 05:59:44 pm »
I sense a contradiction, one of the rules is to point out mistakes of your peers, but shouldn't people making mistakes be breaking rules and thus be out of the game?  o.O

24
Axe / Re: [TUTO] How to make get rid of line clipping in Axe!
« on: April 17, 2013, 10:43:49 pm »
pimathbrainiac you should definitely post a program as well so we can try everything out.  Looking at the screenshots it looks like there might be something funny going on, but it's hard to tell when everything's moving so fast.

25
TI Z80 / Re: Super Hexagon
« on: April 13, 2013, 09:26:31 pm »
If you run into speed problems you might want to look into some sort of asm filled polygon routines.

26
Other Calc-Related Projects and Ideas / Re: Compressing maps
« on: March 27, 2013, 12:03:31 pm »
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.

27
Portal X / Re: Portal Prelude
« on: March 19, 2013, 11:43:09 pm »
Are you sure you sent the appvar in addition to the app?  Oh and yeah the portal glitch you showed is a lot harder to fix, since it's due to the portal bumping code failing, which is a nightmare and probably will be a while before it is dealt with.

28
Portal X / Re: Portal Prelude
« on: March 06, 2013, 12:53:14 am »
Yeah don't worry, I'll make sure everything is right.  I can't send the screenshots themselves because each chamber is cut into lots of little pieces and need to be edited together.

29
Portal X / Re: Portal Prelude
« on: March 05, 2013, 11:46:01 pm »
I have editing software of my own, so it will all be compiled into a single video once I'm finished.

30
Portal X / Re: Portal Prelude
« on: March 05, 2013, 11:24:45 pm »
I'm slowly working on that as well, it is mostly done I just have a few more chambers to finish up.  I might try to work on that tonight since I seem to have some free time today

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