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Messages - Compynerd255

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61
News / Re: The Future of Calculators
« on: June 09, 2011, 10:27:34 am »
I just saw the video, and THAT IS COOL! As soon as I get my Arduino bridge built, I am using this!

What is the browser already capable of? I can see that it can follow links and view text on web pages. What's next up on the list? Forms? ASPX? Custom URL?

62
Miscellaneous / Re: What's your status?
« on: June 08, 2011, 10:22:43 am »
Hmm... I wonder in which category would this fall? O.O

http://www.ticalc.org/archives/news/articles/11/118/118942.html
I laughed when I read about this yesterday. I think he would put "Other" since his bride is not a human. :P

Yeah, I think it would be a good idea to do a general school survey, but that only represents a small, teenage demographic, and ignores all the college kids and possibly adults here.

63
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: June 07, 2011, 11:13:31 am »
1671: You spend sleepless nights in your basement building the TI-Voyage 9999 Silver Edition Titanium.
1672: You take apart cell phones for the link jacks.
1673: You can name more calculators than U.S. presidents.

64
Multi-layer Tron. Each layer is a different height and different shade of gray. You can move up and down within these layers, going under trails instead of around them.

I haven't really thought this through. :)
That's actually in the new Tron movie. For something like this, you would need Mode 7 esque graphics.
BTW, Tron is not just the lightcycle game, but is also the tank game and the disc fight.

65
Axe / Re: Collision detection (without "pxl-test(" )
« on: June 07, 2011, 10:38:57 am »
For the sake of testing, instead of using {1+L1} and {2+L1} and stuff, I would recommend using temporary variables that no one else will use (such as r1-r6 which are normally used for subroutine arguments, but can be considered fair game).

66
Miscellaneous / Re: What's your status?
« on: June 07, 2011, 10:33:15 am »
Since people have pretty much stopped voting by now, I'd like to compare these results with that of the general population and the "nerd" population. So, could someone please point me to a concise source where I can learn this? Thanks!

67
Yes, WabbitEmu is the best way to take screenshots of running programs, and it works for anything.

If you want to take some still screenies of Ion or MirageOS programs on the calc itself, you can use this nifty little method on MirageOS:
1. Create a Pic variable in TIOS (any will do). Remember its number.
2. Run your MirageOS program.
3. When you reach a screenshottable point, hold ON and press the number of the pic variable.
4. The screenshot will save in the Pic variable.

68
TI Z80 / Re: Keytar Hero
« on: June 06, 2011, 03:10:25 pm »
It would be interesting if there was sound, but again this might slow things down a bit too much. Are you planning to post some screenshots?
Sound shouldn't slow things down too much IF you add a time counter in your interrupt-driven sound routine, like so:
Code: (Interrupt routine) [Select]
Lbl INT
.play sound
X3T++
Return
Code: (End of Main) [Select]
X3T→T:0→X3TThen, no matter what your frame rate is, T will always contain the amount of interrupt ticks used by the last frame. You can use this value to move the targets down the screen.

It would be cool if we could see screenshots as well. I'd like to see how this looks!

Also, when you design your song, it would be cool to share the level editor so that we can make our own. :)

69
Art / Re: Other Side
« on: June 06, 2011, 11:36:24 am »
Here's another round of drawings, now of the different creatures you can summon. The first drawing has an explanation of summoning:
1. You shoot a lightning bolt at part of a rainbow you want to create.
2. A rift opens in the ground, and the creature that corresponds to the color you hit emerges.
3. You can either fight the creature and send it back to where it came, or you can try to tame it and revert it to a harmless form.

Different locations have different spectra, allowing different creatures to be summoned more easily. However, all creatures can be summoned in all locations. In the story, the creatures that are readily available correspond to the lifestyle and culture of the people.

I also drew the warriors and Summoners for two more civilizations: the Silf and the Zif.
- The Silf live in a forest of giant, hallucinogenic mushrooms, and are thus always high. They are normally carefree and cool, until an outsider enters. When that happens, the Silf will fiercely drive out the intruder until he is out of the forest or dead, jealously guarding their forest. Summoners wear their prism on the back of a brass headband.
- The Zif were a civlization that were incredibly advanced, with great buildings and a focus on mathematics and geometry. However, several hundred years before the story begins, a barbaric European civilzation stupidly genocided them. Summoners carried their prisms in gyroscopes, so that they could toss their prisms into the air to create giant rainbows for large creatures.

70
Gaming Discussion / Re: Magic: The Gathering
« on: June 06, 2011, 10:27:57 am »
I know that there is also a computer version with virtual cards, but I realize that you would have to buy the virtual cards or exchange your real cards. So a game over Skype sounds fun. Not that I have cards... :'(

71
Gaming Discussion / Re: Magic: The Gathering
« on: June 03, 2011, 10:31:11 am »
Oh, I love playing Magic! I was just playing it recently with a friend who is a Magic fanatic. Since I'm too poor to buy a deck, he let me borrow one of his 10 or so decks to play. He was nice in teaching me how to play, but he creamed me every time, mainly because I was trying to play his blue/black decks like red decks (trying to kill him as fast as possible). As such, he advised me to get a red starter kit when I can buy cards.

72
The Axe Parser Project / Re: Features Wishlist
« on: June 02, 2011, 12:44:44 pm »
I have a feature request.

I was thinking it would be cool if I could  O.Omodify the certificate pageO.O to remove the trial restriction on the compiled apps so they don't delete themselves after 16 runs.  Yes, I am well aware that this can be extremely dangerous if not coded properly which is why I want to make sure everyone is comfortable with it.  I would of course do extensive private testing before releasing it to the public.  The thing is, I don't know where to find the (un)documentation to do this, I checked WikiTI but couldn't find anything about how the OS operates that page.  So I will probably need a lot of help with this.
Yeah, don't touch that certificate. It would be far better to sign the app on-calc, if possible.

73
Introduce Yourself! / Re: Introduction!
« on: June 01, 2011, 03:45:00 pm »
Welcome aboard. The 40 post limit is for adding files to our download section, you can still make a topic and add an attachment, but there might still be a post limit there too, but its something really small. Otherwise great to have you here and I second turiqwalrus on checking out HotDog's asm tutorial.
You only need 5 posts (outside of Randomness and Introduce Yourself).

Welcome, Waave! I got my start on here the same way you did - making this game.

74
TI Z80 / Re: A new game - input please!
« on: June 01, 2011, 03:40:43 pm »
Yeah, the code tag is really small in the spoiler. I second putting your code and executable in 8xp files (I assume you have TI-Connect or TiLP), as well as the screenshot.

But it's great that you are posting for help. I can't wait to see more from you. Have you introduced yourself yet?

EDIT: Yes, you did. Oops.

75
Axe / Re: Noob Help
« on: June 01, 2011, 10:46:51 am »
Actually, the best thing to do to prevent using up so much data is actually to define all of the sprites (right, left, up, down, front, back, etc.) at the beginning of the program, in seperate Pic variables. Then, simply store the correct Pic value to one of your variables.

Even better, if you are simply using left and right flipped sprites, use the flipH() command, which takes a Pic pointer and returns a pointer to the flipped sprite. You can then use that value directly in the Sprite command.

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