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Messages - Insorak

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16
News / Re: Illusiat 13 v.0.90 release
« on: December 22, 2009, 02:16:44 pm »
I'm still trying to figure out how you did that without peeking at your code. I'm just getting random brainwaves and failing. :P

17
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 22, 2009, 02:14:55 pm »
Still no progress yet. Sorry, guys - break is in two days!!

The AsmComp( hexcode I posted earlier is only 26 bytes. I'm probably going to use that.

18
Other Calculators / Interesting way to make calculator movies?
« on: December 22, 2009, 02:14:03 pm »
If you have a really long string that you recall on the homescreen, it scrolls a lot, blending the characters in what looks like animation. I've done this with repeating strings, and it's just occurred to me that you can probably make pretty neat, and even grayscale, movies with it. Of course, any movie of decent length would require a ridiculously long string, but still - it's cool!

Anyone want to try? :P

19
TI-BASIC / String to List Glitch
« on: December 22, 2009, 02:09:59 pm »
Calculator: TI-84+ SE, OS 2.43

So apparently, on this calculator, you can store a string to a list without getting a syntax error.

Code: [Select]
" →L1
There's lots of weird properties about this "glitch", and I have a few questions about it...

If you enter the code above on the homescreen, and then just enter L1, you get an ERR:SYNTAX. When you press Goto, it shows essentially what's in the codebox above. Some other times, you get an ERR:DATA TYPE instead of an ERR:SYNTAX. It's weird. Yet, if you do a Rcl on L1, you can get the former contents of L1, or an empty list ({}) if L1 is empty. How does this work in memory?

It screws up the list editor if you try to view it there (Stat → Edit). What's up with the weird diamond symbol that appears next to the list name?

How can this error even occur? Apparently TI wasn't smart enough to prevent us from storing strings to lists? :O

20
Other Calculators / Re: Does anyone have a Ti 86?
« on: December 19, 2009, 06:56:01 pm »
But not to 83. That's an enormous pain.

21
News / Re: Forum statistic page update
« on: December 18, 2009, 10:40:17 pm »
Quote
Male to Female Ratio:     14.8:1
I just laughed at that. That made my evening. :P

22
News / Re: Online Hex Disassembler revived and old #omnimaga logs online
« on: December 18, 2009, 10:37:43 pm »
edited out my question. I'm a moron - I need to learn to read better.

They should write something to decompose BASIC into hex opcodes. That way, it can be assembled as an ASM program. :P

23
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 18, 2009, 10:35:55 pm »
Okay, going to keep it short today. I'm completely exhausted and didn't do much coding.

I'm in the process of writing my entire movement engine. The framework for my fighting engine is finished (I completed debugging it today); skills, damage formulas, and speed calculations will come later. (I was sacrilegious and used labels, but only because it would have been really bulky otherwise. Trust me - I made sure there are no memory leaks anywhere I used labels.)

SO TIRED. 4 tests in the two days before break.

Happy holidays, guys. :)

24
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 16, 2009, 07:01:57 pm »
The reason I have that double conditional is that sometimes modifying X or Y will make one of those conditions false, but it doesn't know how to exit the loop and will still try to execute the code to output the appropriate string character. This is obviously not a good idea, as it will give you an error if you try to do something like sub(Str1,16(Y-1)+X,1 if the length of Str1 (ie. the map) is 128, Y is 9, and X is some non-zero number like it should be.

I could get around this by using a 10x18 map instead of a 8x16 one (to check for border collision), but this increases the memory used per map by 56 bytes. This is enormous when spread over several hundred maps, and I would have to reduce the total number of maps in the game by about 2/5.

In your example, stuff3 is executed first, while stuff2 and stuff1 are executed after. But here, stuff1 has to be executed first (it changes your x and y position), or else stuff3 won't work properly.

Maybe I'm missing something major here... if so, feel free to explain. I'm tired.

I'll see what I can do about this problem.

Oh, and the 26 bytes is after AsmComp. Before, it was 40. :)

25
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 16, 2009, 04:01:24 pm »
I'm not sure. I know that my friend got his calc about two years after I got mine (about three years old), and his contrast is waaay darker than mine. But that's a good idea, DJ. Another day, another 18 bytes of memory. :P

Oh, and speaking of contrast, I found an 26-byte ASM program that can change contrast.

Code: [Select]
:AsmPrgmEFD74AEFEF4A324784C6D8D310C9
Maybe I can get away with this and xcopy. :D

26
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 15, 2009, 11:06:52 pm »
10-4 about battle rate. :)

I realize that problem. Unfortunately, contrast doesn't change based on version; it changes based on battery strength and how old your calculator is. So unfortunately, there's nothing I can do about that. Some ASM genius might be able to write a powerful battery checker, but you can't really have a (concise) check for how old the calc is. :(

27
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 15, 2009, 10:50:22 pm »
I programmed my battles to be 1/11. On second thought, given the size I plan the game to be, that's a little enormous. I think 1/20 or 1/30 is good enough. A counter is actually a good idea; I just roll randints, until they equal zero, so it's possible to get two or three fights in a row if you're unlucky. (Then again, a counter would be a little slower.)

And waitasec about the if statements. I sort of had it before, but it's escaping me now. How exactly am I running through the conditional twice? And in my movement engine, the conditionals and getKey are not in the same loop. Sorry if I'm seeming slow; bit of a long day today. (It's almost break though. Yes!)

Sorry - I'm not familiar with sourcecoder.

Quote
Edit: It looks really, really nice!  I like the maps so far.  I like the "portal", but if you go thru it again, it says the same thing.
Thanks. :) The portal says that every time you go through it so forgetful/casual players don't think their calc glitched or something and send me nasty emails. I just want to ensure everyone knows that that zone is SUPPOSED to be dark.

28
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 15, 2009, 10:02:31 pm »
I decided not to include those here. Those are for teacher mode and the menu, which I didn't include, since those don't need to be optimized and I want to surprise you guys.

So any suggestions other than what's been suggested above? How is it so far (sans fighting, menu, and everything :P)?

29
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 15, 2009, 08:05:32 pm »
That made sense. I'll see what I can do about that.

And you've got to be kidding me. I swear I uploaded a L4...

Use {1,1,0,1,4,1,4,5,5} for L4. In case I didn't upload L6 either, L6 should be {0,0,0}. If you want to test out blindness, you can play with L6(1) a bit.

30
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 15, 2009, 06:30:07 pm »
(Using a Blackberry right now - just finished a piano lesson and not really home yet.)

All the programs except thetaMO and thetatheta will give you errors without xlib :P You're supposed to run thetaG first. It worked fine when I tested it on my calc.

Theta_theta needs a special string in the Ans variable. It's basically for "scrolling" text display.

Ztrumpet, all your suggestions look good, except I can't quite wrap my head around how to relocate that conditional. Care to explain that one?

I'll try and think of a way to store X and Y to L4. Maybe I can get away with not doing that until I open a menu or start a fight.

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