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Messages - AngelFish
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301
« on: October 15, 2011, 09:45:33 pm »
>dumping massive amounts of iron into the ocean NOPENOPENOPENOPE
Precisely why it's a made up project  In any case, an environmental company has already done a demo of the technology and they ended up being fined about 15 million dollars for the ecological damage.
302
« on: October 15, 2011, 07:01:22 pm »
Oops, sorry. Didn't know you had to do that.
EDIT: Also, thanks.
303
« on: October 15, 2011, 06:50:18 pm »
My school has gotten the idea that an ideas competition would do something beneficial for the school and I'm required to participate in it. Unfortunately, several of the most popular ideas not only don't work, but would violate the laws of physics. Let's get some artificial vote inflation going and support my [made-up] project. http://10000solutions.org/solution/algal-sequestration-atmospheric-carbon-dioxideClick on the Support button to support.
304
« on: October 14, 2011, 10:07:05 pm »
The problem with standards is often that no one adopts them. How would a new standard work and not break compatibility with the old "standard?"
EDIT: Also, how many programs really need to be run at startup or shutdown?
305
« on: October 14, 2011, 01:35:57 pm »
As far as I know, it's generally done by changing the include file on the assembler. That will be fairly ineffective here, so it would have to be done manually.
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« on: October 14, 2011, 01:27:20 pm »
I'm not sure I understand your post. Would you mind rephrasing it or writing it in French?
307
« on: October 14, 2011, 01:23:27 pm »
That's because it's a hard work I'm looking for a converter but if it doesn't exist, I will try to do this manually, and in this case ... 
I hadn't see the precedent post 
I have the code, he's in a *.z80 file, I'd disassemble it from an Axe program (*.8xp), I want not compile different code !
Code in .z80 files won't run. You need to assemble it with an assembler anyways. The thing about ASM is that well written ASM uses a lot of #define statements to allow for small constant changes. These are defined in the include file. For a normal ASM program, most of what you would need to do is change the ports and change the #define statements. However, you're working with disassembled Axe. That's a different story and unless you're extremely good with z80, I'd highly recommend starting with an easier project. Disassembled code is notoriously difficult to understand, let alone port to a new platform (although Axe admittedly doesn't produce the "WTF?" code most compilers do).
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« on: October 14, 2011, 01:10:59 pm »
They're both Z80 CPUs. The differences are in the peripheral hardware. As for a converter, try an Assembler instead. Just modify your include file properly.
309
« on: October 14, 2011, 12:14:35 pm »
That's a nasty little integral you have there. I'm not surprised TI's CAS couldn't solve it. From what I'm aware, the CAS on the 89 and the Nspire is a modern form of TI's old DERIVE CAS. That CAS wasn't particularly good, but it's also not entirely horrible. The calcs probably use a limited form that has more problems. On the other hand, HPs are better for math because HP spends a lot of time programming those calcs to do math very well. They really are the best calcs for math. Good thing calculators were never meant for math, eh?  Hayleia: No solutions exist for that one.
310
« on: October 13, 2011, 10:18:23 pm »
* Runer112 has arrived on the scene! <snip Insanity>
This is how the rest of the optimization competitions will generally go
311
« on: October 13, 2011, 09:42:25 pm »
I got my Iphone 5G taken away, and I got ASD, so i'm grounded for 3 weeks...
Good luck getting it back. My High school would take phones for the rest of the semester, then "lose" them. Somehow, the security people were always getting new phones too...
312
« on: October 13, 2011, 04:51:31 pm »
I don't know what kind of information is stores in RAM (other than the local player/mob data and the current map), as that tends to be very game dependent. I haven't done a whole lot of research into the CryEngine used in Crysis 2, but I am aware that they took a lot of shortcuts (as expected). Here's some information that I came across awhile ago that might interest you. http://http.developer.nvidia.com/GPUGems3/gpugems3_ch16.html
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« on: October 13, 2011, 04:36:13 pm »
A lot of it is caching, I believe. RAM is much faster to access than Disk, so games store as much information in RAM as possible in a sort of pseudo-cache. Those sort of CPU intensive games also tend to store massive lookup tables to improve the speed of gameplay.
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« on: October 13, 2011, 03:43:47 pm »
Come to think, Dennis Ritchie influenced directly or indirectly pretty much every well-known programming languages...
Except BASIC, which Microsoft then corrupted with C-like concepts in Visual BASIC.
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« on: October 13, 2011, 03:26:33 pm »
An SSD will *only* improve the fetch times for information that has to be retrieved from disk. Sound speed probably wouldn't increase, although map loading time would.
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