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Messages - AngelFish

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151
Minecraft Discussion / Re: Minecraft
« on: March 17, 2012, 03:35:40 pm »
Anybody have any reccomendations for 1.2.3 mods that I should get?

Optifine and Rei's minimap, along with the Water Shader and GLSL mods if your graphics card can handle them. That's the true Minecraft experience.

EDIT: edited in the GLSL mod suggestion

152
Stupid spambot stole the spot :P

Well, Jonimus was user #42, so it's not all bad :P

153
News / Re: Site Updates and New Managment
« on: March 12, 2012, 06:21:14 pm »
But now me and quibigo have no more chance to return to 666 respect O.O
* Qwerty.55 abuses his newfound powers to return DJ to 666 posts :P

154
Minecraft Discussion / Re: Minecraft
« on: March 12, 2012, 05:37:32 pm »
Extra height + Flatland generation makes everything bigger :P

I wish notch would give us vertical redstone...

Ooh, crazy mod idea: Wireworld behavior for redstone!

Personally, I'd rather have a block that sends redstone signals between servers. That shouldn't be too difficult with sockets and Java.

155
It seems that the source includes x86 assembly code, so that would have to be rewritten for the target processor (whether it be ARM or SuperH)

Not only does some of the code appear to be horribly outdated 16 bit x86, it's important rendering code that's fairly hardware dependent and according to the readme, very unoptimized for a modern CPU. It'd take a heck of a lot of work to get that code to run well on a calculator, even if you somehow managed to compile it.

EDIT:

Quote
I know almost nothing about the Prizm, but from common knowledge, a program like ndless would have to be made to run wolfenstein on the prizm. Also, if not a direct port, a raycaster would have to be made for the prizm, which if it there is already one, someone would have to program wolfenstein. Also, I don't think think that it would run very fast, but I don't own a prizm, so feel free to downrate my post if I am wrong.

It would be nice for prizm users to have something like ndless on their prizms. Maybe you or another prizm programmer can see what needs to be done to run c on the prizm. I might eventually buy a prizm since TI is being stupid with the nspire again.

Unlike the Nspire, the Prizm runs C without Ndless. It took less than a month for us to figure out the file format necessary and get a proper compiler working. That said, the Prizm doesn't have a full standard library and there's a good chance the source would require more support.

156
News / Re: Juju discovers NSFW material in Illusiat TI-81 Remake
« on: March 10, 2012, 08:20:41 am »
Ponys Oppositing Rasta Names?

Banned.

157
Khavi / Re: Khavi: Java on the Prizm
« on: March 03, 2012, 11:42:50 am »
Sorry, I've been working on another more important project lately. This one has kind of stalled in the meantime. :(

158
Casio Calculators / Re: Casio's Response to My Suggestions
« on: March 03, 2012, 09:46:21 am »
It should be in the "Libraries" topic in the subforum. If not, you'll have to get it from Ashbad or Kerm on Cemetech. I don't believe I have any copies.

159
Casio Calculators / Re: Casio's Response to My Suggestions
« on: March 03, 2012, 09:42:41 am »
1) I already released an ASM arbitrary precision math library with the basic functions awhile back, so...
2) I would like this
3) Meh, I'm fine with the font personally
4) The vast majority of people don't know the difference between Log() and Log_n(). Using Log_N() instead of the standard Log() would be confusing and strange to most users. I personally think it's better to keep it the way it is (and have an option to choose?)
5) It's already allowed though. All we really need is proper documentation.


160
I have to give TI props, they knew what they were doing this time with the Nspire. Although, being able to generate collisions would in fact give us a method to reinstall the OS because if the hash was sufficiently weak, it would give us the freedom to pick certain parts of the data and then select other sections of data to form a collision (basically a variation of the chosen-prefix attack).

Thanks for pointing out the information. I couldn't find the info on Hackspire :)

161
I was going over some security stuff and I remembered how computationally expensive it was to sign large quantities of data with public key algorithms. It got me thinking about how the Nspire would have to sign an entire OS if it didn't use hash of sorts and...

162
MD5 is not completely down and out. Besides, I would presume that the nspire might use SHA-1.  Just a theory considering the 1024 bit key.

And Because of the way hashes work, It would be easier to factor the RSA keys then trying to find a match.

MD5 is down and out, as of 2006. SHA-1 isn't quite down and out, but it's struggling.

Insert obligatory "Holy Necropost Fishman" here :D

163
Computer Projects and Ideas / Re: A New Programming Language
« on: February 25, 2012, 01:02:31 pm »
That bytecode would be more suitable for a register based VM, which is what I highly recommend unless you have a specific reason for choosing stack based (like portability to very memory limited systems).

164
Computer Programming / Re: How do you make games with coding???
« on: February 25, 2012, 12:32:43 pm »
Games like Crysis are largely an exercise in "How simple can we make the code to do this?" I've used some of the published algorithms from games including Crysis before and it's amazing just how simple some of the things are. In crysis II, for example, a lot of the stuff they use are best described as hacks. Were you a bit disappointed when you saw that Deep Thought's fruit ninja used a bunch of static sprites to make the fruit "rotate?" Turns out, that's what Crysis does for some of its plant shading. Complete rubbish as far as true realism goes, but who can argue with the results? Being able to simplify things tremendously like that is part of the Art of Game Programming. It's also a very advanced topic in places :P

EDIT: I love Deep Thought's way of rotating the fruit, if it's not clear. Great job, Hal!

165
Computer Projects and Ideas / Re: A New Programming Language
« on: February 25, 2012, 12:18:57 pm »
The source will be interpreted directly for difficulty purposes (Creating a virtual machine etc.). :P
EDIT: Meaning creating bytecode would be too hard.

Creating bytecode is largely the same process as interpretation at the simplest level... If you want to apply optimizations to the bytecode, that's different and can be much more complicated, but just mapping language to bytecode should be relatively simple with a solid language/bytecode design. I've found it's a good sanity check for a language that it is easy to generate a bytecode based on code in that language. If it's not easy, then the language is too complex. Let's take a while loop as an example:

Code: [Select]
While(A>0){
B=B+1;
C=C+2;
};

Let's try parsing this to bytecode:

Code: [Select]
TEST_GREATER(A,0); // Tests if arg1 is greater than arg2 and returns 1 if it is, 0 otherwise.
IF_NOT_GOTO(ANS,+6); // If Not(ANS) is true, then GOTO the opcode 10 commands after this one (code after the while loop)
INC(B,1); // Increment B and store result in ANS
SETVAR(B,ANS); // Store the incremented value of B to the variable B, overwriting the old value
INC(C,2);
SETVAR(C,ANS);
GOTO(-6); // GOTO the opcode 6 opcodes before this one (The condition test)

As you can see, generating a bytecode is basically equivalent to making the interpreter understand the code at all. One reason why bytecodes are so often used is that it's a lot faster to parse the one or two bytes that make up a typical opcode than it is to parse a potentially multi-lined script over and over again, when the work really only needs to be done once.

If the above bytecode looks like Assembly, that's because that's exactly what you're generating! Assembly code for a virtual machine.

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