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Topics - AngelFish
91
« on: January 05, 2011, 04:53:48 pm »
I'm trying to get a lookup table to work, but something odd keeps happening. What I'm trying to do is accept some key input and find the location of the key code within the array. Here's some example code:
[0123456789ABCDEF36]->Str1 ... getkey->K For(A,0,8 If K=e{Str1+A} Goto BRK End End Lbl BRK
where the e is scientific notation E.
This should store the array offset in A, but it doesn't seem to be working. For example, if you were to press 2nd (keycode=54), then it would return 8 in A.
92
« on: January 02, 2011, 04:34:15 am »
I was trying out a demo for Adamac earlier and I came up with this:  The engine is also fast enough to scroll, although the speed is reduced. The whole thing is very modular and can be very easily rewritten to accommodate multiple levels and destroys only one string. The only thing it's missing is collision detection, a storyline, and a battle engine
93
« on: December 30, 2010, 05:41:07 pm »
It's taken a few days of pulling my hair out, but the Prizm wiki is finally running. http://prizmwiki.omnimaga.org/wiki/Main_PageTry it out and be sure to contribute if you have anything.
94
« on: December 26, 2010, 03:05:52 pm »
Hey, if anyone has any skill with Word Macros, some help would be appreciated. What I need to do is take the first N characters of every line and delete them from the document. Is there any practical way to do this?
Thanks for any replies.
95
« on: December 18, 2010, 10:43:46 pm »
In honor of the current Cage match, here is my "Entry." The screenie appears really slow to me, but I'm not sure if that's because of the Firefox Beta version or my corrupted Wabbitemu file. It runs at a reasonable speed on-calc.  EDIT: Firefox Beta is the problem
96
« on: December 17, 2010, 12:36:40 am »
It was recently announced by programmer Martin Poupe that Casio programming has taken a huge leap forward. It is now possible to play videos on the fx-9860G SD calculator. Martin has made an example video to demonstrate: He is currently working to extend the videos to include audio and released that his audio player today. They can both be found on his website at http://martin.poupe.org/casio/One can only imagine the possibilities for the upcoming Prizm...
98
« on: December 03, 2010, 12:10:56 am »
This thread will be for the development of my port of Powder Game to the 83+ series. For those who are not familiar with it, the original game can be found here. Here is the GUI and the basic method of drawing Blocks.  This is how fast the interface is without being in Full mode.
99
« on: November 29, 2010, 08:31:12 pm »
Where is the screen data located in Axe? Is it in L6?
I'm trying to move a sprite on a 4 lvl greyscale image and drawing the sprite erases the underlying image. I'm not sure how I would undo that without either a complicated array or just replacing the data from the underlying image.
100
« on: November 28, 2010, 08:53:24 pm »
I'm trying to decide how the navigation should be done for my Casio-BASIC tutorials. The fixed navigation bars mean that the user has to scroll the entire page to see the links. The CSS bar doesn't look very nice because it's fixed on the screen. The javascript bar looks nice because it drifts to its location on the page, but it's Javascript.
EDIT: The Javascript is kind of slow, but it looks really nice. HTML is so much better than PDF...
101
« on: November 23, 2010, 09:33:36 pm »
I have secretly labored for many weeks to craft a program capable of utilizing the full power of the new Prizm. Tonight, the masterpiece is finished, only two months before the Prizm's release. WFRNG has been ported to the Prizm! It even includes random numbar Color!
On a less important note, it's also the first known Prizm port of a TI program and is possibly the first Prizm program. Both are titles worthy of the WFRNG. It will appear on Casio Forums everywhere as soon as I can obtain a Prizm and test the improved sentience of the WFRNG.
102
« on: November 18, 2010, 09:53:12 pm »
I never made an intro topic, so I'm missing the peanuts...
Anyway, I do Casio-BASIC, TI-BASIC, Axe, and some z80 ASM programming. I have a TI 84+ SE that almost never leaves my side (I missed it when I forgot it on Monday). I'm currently working on a series of Casio-BASIC tutorials for TI programmers as well as a BASIC game named Battlefield and a couple of secret projects.
Also, my favorite foods are Lobsters and Peanuts and I can say with confidence that I hope to become addicted to calcs and Omni.
103
« on: November 16, 2010, 06:41:58 pm »
Hey, I need a logo for a presentation, but I have no graphic design skills whatsoever. I know there are people who are much better than myself on these forums, so I was hoping I could get some help with it. Basically, there are no requirements and the size just has to be reasonable in computer terms. Thanks.
104
« on: November 14, 2010, 03:23:12 pm »
I was recently experimenting with some ASM code, and as some of you might be aware, I kind of ****ed up Wabbit. It stopped loading apps altogether and programs weren't running correctly. Reinstalling fixed most of the problems, except that wabbit is now really slow. Anyway, I tried some code, and it didn't appear to work, so I'm wondering if this is just wabbit, or me
Would anyone mind looking over this example code?
#include "ti83plus.inc" .org $9d93 .db 0BBh, 06Dh ld hl,0 ld (CurRow),hl ld hl,String bcall(_PutS) bcall(_getkey) ret String: .db "Hello World",0
From what I understand, this should display "Hello World" and wait for the user to press a key. The problem is that it's not doing that. It's just running through the program.
105
« on: November 12, 2010, 11:49:21 am »
How are the new Axioms going to be structured? Is there any special formatting that has to be done as compared to normal ASM programs? And is there a way to specify that an entire Axe code block should be parsed by an Axiom?
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