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Messages - Compynerd255
1
« on: September 25, 2011, 02:33:53 am »
Someone should port Cavestory. Not just the BASIC port that already exists, but the for real deal. It could be ported as a giant App. (For those of you who don't know what Cavestory is, it's this platformer game where you are a little amnesiac inside a floating island, which is inhabited by these rabbit-like humanoids called Mimigas. Basically, you walk around and carry awesome Space-Age guns to defeat enemies, but the story is so much deeper than that. For the latter reason, it has been rated as the best freeware game ever.)
2
« on: September 09, 2011, 07:52:57 pm »
I changed mine to a cartton version of me, and yes, it actually is almost a spitting image. U can even ask spyro543.
That looks pretty good.
3
« on: September 06, 2011, 03:21:00 pm »
2114: You wrote a program to auto-track all of the signs posted here so that no one posts duplicates. (I wish) 2115: You go to TI's main office building and kiss it. 2116: You carve "Me + TI-84 Plus" and little hearts in all of the trees surrounding the office building.
4
« on: September 01, 2011, 08:33:21 pm »
I program calculators because programming is fun, and my calc is there as a robust programming platform. The only reason I would stop calc coding is if I had a powerful laptop with me all of the time, and then I would repay the calc community's awesomeness by souping up their calcs even more.
Also, I'm hoping that calc programming will develop to a state that will allow for calcs to be used as personal computers for poorer cities and countries: instead of purchasing a bunch of computers, you use a calculator and connect it to a computer whenever you need to publish something - or better yet, bypass the computer and connect directly to the Internet or to a printer. Of course, you would need to disable these features at will, or they wouldn't count as calcs anymore.
5
« on: September 01, 2011, 03:39:21 pm »
One thing I do realize about all of this is that if we're going to let people call ASM Shell routines, we need a way to check if the program is being compiled in a shell, so that we don't accidentally compile for the wrong shell when we need one. Maybe a reserved constant combined with #If could do this.
6
« on: September 01, 2011, 01:06:35 pm »
Out of curiosity, about the dereferenced labels: Since ( LFOO)() is the same as using FOO(), can you put constant pointers into the first parentheses to call shell and TI-OS subroutines (like ( E0000)() to reset your RAM)? Because if so, that will be REALLY cool!
7
« on: August 22, 2011, 01:10:42 pm »
I changed mine slightly so that I can use it permanently. Instead of the Eitrix box art on Betafreak, mine is now a pic of Dimitri Shastakovich with the Betafreak logo. I kept Dimitri because I know I would confuse my posts if I changed my avatar entirely. @annoyingorange: The rickroll on calc is cool, but I would personally use a freeze frame of it rather than an animation so that pages with your posts on them don't take a long time to load. I've heard that the average Joe clicks out of a webpage if it takes longer than seven seconds to load, and you don't want to deny people of reading your posts, do you?
8
« on: August 17, 2011, 01:13:37 am »
Could someone please make one to handle crystal timers? I realize no one has asked for them, and I just got a new 84 Plus SE, so I want to start toying with those. Maybe we could use the BASIC clock tokens for that.
9
« on: August 11, 2011, 01:27:43 am »
I like profile names because you come up with them yourself. They can either be really cool or just dumb.
I came up with my profile name, "Compynerd255", when I created an account on Wikipedia (dumb students at my school caused non-registered users there to be blocked). I thought the name fit me quite nicely, and was rather unique. I put 255 at the end to keep from having "Compynerd" already taken, and I knew it was a number I could easily remember. So, I use this account for everything.
And it's really important to come up with good, permanent profile names. My younger siblings have lost several user accounts on MMOs simply because they forgot their usernames and passwords.
10
« on: August 09, 2011, 10:07:16 am »
can I use the code and make more features?
Of course.
11
« on: August 09, 2011, 10:06:24 am »
Since Axe is a language used mostly by inexperienced programmers that haven't touched face with computer languages like C++ or Java,
BLASPHEMY! I write in C# and use floating points all the time! And I use Axe! I do see you guys's point with killing the third decimal point simply because the percision isn't offered. I would propose an XXX.XX way of writing numbers so that it isn't confusing why comparisons aren't working, but you can still go all the way up to 255 (an XX.XX would only allow up to 99). Also, another question: will putting a degree sign before a fixed-point decimal variable return the whole number portion of said variable (like int(x) in BASIC)?
12
« on: August 02, 2011, 09:12:05 pm »
It might be the same problem as above. Axe 1.0.2 seems to skip a byte after dereferenced constant addresses.
Yup, that's it! The goalpost also uses dereferenced addresses to store its position, and it is always drawn at 8-U,8-V!
13
« on: August 02, 2011, 09:09:10 pm »
NEW VERSION! Yay! I made the changes to this version a long time back. The slime actually works, and you can create many levels in succession. The map format is also in nibbles, so you can more easily edit the maps and add new ones in the source file. I've been getting the same bug that p2 has been having, but it's for any map, not just an incredibly large one. The level simply scrolls down past the bottom boundary, showing garbage. It also has problems on the right boundary. But I know that my map data isn't corrupt, because the slime attaches to it perfectly. In fact, that's the only bug it's been having. It has to do with the new version of Axe - I posted it in the Bug Reports section.
14
« on: August 02, 2011, 09:03:45 pm »
There's a bug in 1.0.2 that I can't place very well. In my game The Slime, there is a bit of code that adjusts the scrolling view window for the tile environment. The code worked perfectly in 0.5.3b, but in the newer version, scrolling goes beyond the right and bottom of the view, revealing the other side of the level on the right and garbage on the bottom: {L1} = level width {L1 + 1} = level height X & Y = slime's top left coordinates U & V = camera's top left coordinates
Lbl GAM ...update the slime... sub(CAM ...draw everything... Return
Lbl CAM X-41?U:Y-30?V U>=>=0*U?U V>=>=0*V?V If {L1}-12*8<U {L1}-12*8?U End If {L1+1}-8*8<V {L1+1}-8*8?V End
I tried changing the If blocks to min( expressions that did the same limiting ( min(VAR,CAP)?VAR), and I got the exact same problem. And I know that it isn't a problem with the level boundary definitions, because the slime collides with where they are supposed to be, even in the new version of Axe. Do you know what is happening? EDIT: Here's the link to the topic: http://ourl.ca/11736/232631
15
« on: July 23, 2011, 03:05:38 pm »
Oh! Sorry! There's a better version on my calc where you get to the next level if you reach the smiley. I'll get to posting that very soon. But I still haven't coded any other slimes - yet.
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