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Messages - Compynerd255

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Gaming Discussion / Re: Magic: The Gathering
« on: June 16, 2011, 01:38:47 pm »
I was looking on the database of Magic cards, and I saw some pretty sick cards on there. My personal favorite is the Chaos Orb: to use it, you throw it onto the battlefield, making sure it flips once in the air, and then destory whatever it lands on. It's too bad its banned in tournaments, because my friend would not stand a chance against it. (He mainly plays a White Deck with large amounts of creature tokens - in piles. He also relies on the Platinum Angel, which keeps the owner from losing and the opponent from winning as long as it is on the battlefield. :devil: )

Humour and Jokes / Re: Successful GCC troll is Successful
« on: June 16, 2011, 10:39:58 am »
Wait, what?  I don't get it.
It's a meme.

But what part of the program is this? Is it the map, is it the title screen, or is it the actual program code?

Code.  At this point, there is no data.
What happens when you execute this particular piece of code?

Humour and Jokes / Re: Successful GCC troll is Successful
« on: June 15, 2011, 04:02:47 pm »
Wait, what?  I don't get it.
It's a meme.

But what part of the program is this? Is it the map, is it the title screen, or is it the actual program code?

This is how I first reacted when I read this:
Spoiler For First Reaction:
This can't be happening! They're defeating the programmers! How can they do this to us?

I think that someone should compile a list of all the CEOs and calc directors at TI, and see if changes in leadership have anything to do with what the code is. I suspect that TI's ambivalence might have to do with CEOs having different priorities.

One thing I also think about with these malicious attacks is that, although we are a minority of calc users, we are the Coders of Tommorow - their future employees. In today's time, there is a shortage of computer programmers (at least I think there is). TI wants to protect against hacking and exploitation, but they don't realize that there are plenty of programmers out there who got their start on hobbyist devices such as calculators. They need programmers to work their new devices, and if they defeat programmability, they are only defeating themselves.

We also have to remember that if there is a will, there is a way. TI's first offerings were not easily programmable, without native ASM support. The previous generation of TI programmers, with greats such as Joe Wimbergule and Sam Heald, were able to hack the 85 and bring ASM to the TI, which had influenced TI's decision making for the next several years. Now we are in the second generation, and TI is mounting their defenses again. They did it once. We can do it again.

Humour and Jokes / Re: xkcd comics I agree with
« on: June 14, 2011, 10:56:52 am »

Gaming Discussion / Re: Magic: The Gathering
« on: June 14, 2011, 10:41:05 am »
I just looked at the documentation for that, and it looks very promising. I don't have to buy cards! The only problem is that it seems like a somewhat buggy trust thing (it only moves and obeys cards, it doesn't actually apply the rules programmatically).

EDIT: Raylin, the link to Phantom Sanctuary in your signature is broken.

EDIT 2: I just got this program to work on my system, and it is pretty cool. I can't wait to start playing games with this!

TI Z80 / Re: Plants vs Zombies
« on: June 13, 2011, 11:13:50 am »
This looks pretty cool. I haven't actually played PvZ myself, but supposedly a lot of people like it. Anyways, I'd love to help you with your problem, but the zip file you attached is empty.
What? That's really weird. Must have forgotten to put the program in the zip first! *facepalm* I'll reupload it when I have the chance.

I will have to make Plants vs. Zombies for the Prizm this summer. Seems like it could have a lot of potential on a much more powerful platform.
I know I'd probably be dissappointing you guys, but I have since moved on to a different project, this time an original concept that could actually be entered in the Axe contest: a platformer/puzzle where you are a slime that moves through a maze by clinging to walls. It will have active objects, grayscale, scrolling, and a Minotaur.
The program is still a good start though, and I would love to upload that code so that you all can use its components, especially you, z80man.

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 13, 2011, 10:59:40 am »
I just watched the video, and that looks FREAKIN' AMAZING! I'm going to try this as soon as possible! Great job, Aichi!

Miscellaneous / Re: Mem Clear for Singapore?
« on: June 13, 2011, 10:47:38 am »
I think Singapore leaves localization (language) apps intact or something like that.
It only checks their names. Nothing can stop us from renaming DoorsCS to Espanol. :D

Yeah, the PTT feature is kind of a stupid feature, although it lets paranoid teachers keep their kids on equal levels without destorying their memory. However, tests can be written so that it doesn't matter what the kids have on their calc.

TI Z80 / Re: CalcHero: Guitar Hero for the Ti!
« on: June 13, 2011, 10:40:18 am »
Okay. This is really cool!

This project has a lot of great potential. I hope you go far with it. Be sure to add Star Power!

With regards to sound, I think that having a two player battle mode is far better than simply adding sound, because people could just be asked to play the MP3 at the same time.

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. :)

The Axe Parser Project / Re: Axe Parser
« on: June 10, 2011, 10:49:21 am »
I think that you should just define it before you use it. That's the best solution for calc. There isn't a reason why you would extract the defines into a seperate program, except that it wouldn't get backed up.

The reason why they would put the defines at the bottom is because they don't want to scroll through them. So, I think that we need to do one of these two things:
- Allow jumping to a label/define when editing, so you don't have to scroll through the data or preliminary code.
- Create an alternate version of the editor with code folding. In code folding, you look for all of the definite code blocks (If-End, While-End, Lbl-Return, etc) and let people use a key to hide them, replacing them with a little plus thing. They can then press a key again to expand the block again.

News / Re: The Future of Calculators
« on: June 10, 2011, 10:40:13 am »
I think it has to be direct USB. Silverlink won't work, although I think somebody was planning to allow it.
I don't think Silverlink will ever work, mainly because Silverlink translates to USB output in order to send and recieve files only. However, there are solutions for non 84+ users: a simple bridge constructed from an Arduino, and a more complex, but less expensive bridge that plays as a USBHID. I think it would be cool and convenient if someone mass produced the latter.

Axe / Re: Collision detection (without "pxl-test(" )
« on: June 09, 2011, 11:13:08 am »
Usually, whenever you write a routine that can be used in multiple programs, you code it in such a way that it can be used as easily as possible, without restricting where people can store things. In Axe, you write a subroutine and have it accept arguments, like so:
Code: [Select]
sub(SUB, EXP1, EXP2, ... , EXP6
In this code, EXP1-EXP6 are loaded in the variables r1-r6 (the Polar variables), respectively. Then the subroutine is called. You can use this to pass up to 6 values into a subroutine.

I also looked at your collision code, and I see serious flaws in the logic. Below is a piece of code that should function the same as the second chunk in your code (the collision between the two sprites).
Code: (In the program) [Select]
If sub(COL, {0+L1}, {1+L1}, Pic1, {2+L1}, {3+L1}, Pic1
Code: (Bottom of program, past main Return) [Select]
If abs(r1-r4)<8 and (abs(r2-r5)<8)
.So that we can use the same For loop no matter how the sprites are positioned, we will flip the arguments if Sprite1 is higher up than Sprite2
If r5<r2:Exch(r1º, r4º, 6):End
.Count up the sprite rows
For(X1T, 0, 7
.Now, we will take the first potentially colliding row of the first sprite and bit shift it so it is in correct space with the second sprite. We will bitwise AND that result with the second sprite. If the two sprites share a pixel at that location, the If statement will become true.
If {r5-r2+X1T+r6}*e^(r4-r1) and {X1T+r3}
.Pixel Collision Occured
The actual per pixel test logic might not be accurate... Please correct me.

Thank you for bringing this up, BTW. I might use this myself in my next project.

Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: June 09, 2011, 10:59:00 am »
1677: You write a BASIC program to solve a problem on the SAT.
1678: You write an Axe program to solve a problem on the SAT.
1679: You write an ASM Hex program to solve a problem on the SAT.

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