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Messages - TravisE

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151
The Axe Parser Project / Re: Axe Parser
« on: April 21, 2010, 09:10:32 am »
That's weird. I've never seen that before. I didn't see anything obviously wrong on the server, so as others mentioned, it's likely a glitch or something in our system (it would only be the 9500th one I've come across :P). I'd wait about 24 more hours to see if it clears up before worrying too much.

152
Miscellaneous / Re: Rubik's Cube
« on: April 17, 2010, 12:22:34 pm »
From what I've read they are harder since the rotation of the image could be wrong even if you get it back in the same position. With cubes having only solid colors on the faces, you don't have to worry about rotation, just color positions and orientations.

I guess you could confirm whether this is true or not by putting a regular (colors-only) Rubik's cube in the solved position and marking little arrows on the pieces pointing the same direction, then scramble and resolve it to see if the arrows end up not pointing the same directions even if the color positions/orientations are correct.

153
Nice! I like to collect stuff like this whenever I come across it. :) It's always fun to look at how classic games were designed and programmed. Looking at this file, it looks like this was disassembled and reverse-engineered by somebody. Pretty well commented, too, so you can get some insight into how it works even if you don't know that particular ASM language.

I can think of many games I'd love to see files like this for but haven't found any yet. But I can imagine it takes a lot of time and work to document them like that.

Yeah, many classic games tended to have repetitive maps in order to conserve space. Games like Zelda I and II tended to reuse rooms a lot too. Super Mario Bros. I used a fascinating approach where patterns of blocks were defined and then levels were built using those patterns to save space. (I remember reading a discussion about that lost deep within the ticalc.org comment boards around a decade ago. Fun memories :)) Actually, Metroid does something similar IIRC. Actually, I think quite a few games used these types of schemes in general.

The cool side-effect of methods like that, though (especially in Metroid's case) is that if you take advantage of bugs in the game (or hack/cheat) to go outside the map and make the game load arbitrary non-map data as maps, you tend to see stuff that sort of makes sense and is more fun to explore, rather than just pure completely-random-looking gibberish.

154
General Calculator Help / Re: Where to download Nspire 1.1?
« on: April 07, 2010, 03:58:42 am »
As for sales increasing, ticalc.org should really change their Nspire page to reflect the new developments. Otherwise, people will still think the Nspire "lacks programming ability".

Yep, updating those calc pages is on the to-do list. Right now we've been preparing to move ticalc.org to a new server, though, so we're kind of holding back on modifying the static content until then so the transition will be simpler. Thanks for bringing it up!

155
Miscellaneous / Re: Rubik's Cube
« on: April 01, 2010, 01:30:31 am »
Oh yeah, I discovered the checkered pattern on my own, too. I've often left them in that pattern when not using them since it looks kind of cool. What I also thought was cool was when I saw people on YouTube making the multiple nested squares patterns in the 5x5x5 and higher cubes.

156
Miscellaneous / Re: Rubik's Cube
« on: March 30, 2010, 12:07:31 pm »
I learned and re-learned 3x3x3 Rubik's cube solving several times, except I would forget how whenever I hadn't played with one for too long and would have to relearn it. I think the main problem was due to my pretty much using sheer rote memorization of the needed move sequences. This time I'm trying a different approach of actually getting a better understanding of what makes the move sequences work the way they do (though this is hard because apparently I'm not very good at visualization—I just can't seem to focus on enough details at the same time, let alone while pieces are moving) and learn them more by what patterns/pieces should be caused by the moves. This seems to be working a lot better since it involves more intuition than memorizing.

So far I've only learned the layer-by-layer method. Apparently there are other methods which I'm planning on checking out at some point. I've also only worked with 2x2x2 and 3x3x3 cubes (my 2x2x2 is actually a ball rather than a cube but is functionally the same). I'd like to play with higher level cubes some day. I've seen those computer simulations of 4-D and even 5-D cubes. I can't imagine myself trying to solve one of those, though—I find it hard enough already mentally visualizing 3-D objects. :D

I remember once back around 1999–2000 when I brought a cube to high school to play with during free time. This was shortly after I finally figured out the instructions for solving and memorized the move sequences. Someone bet me $1 or $5 or something that I wouldn't be able to solve it. I started working on it for a while (at the time I was able to solve it eventually—I just wasn't too terribly efficient at it), but then I started thinking that I might get in trouble for not doing my work, so I put it down for a bit to do schoolwork. But then the teacher was like “Why are you stopping? There's money involved here!”, so I thought “Wha? Well, okay!” and got back to working on the Rubik's cube. When I solved it, the guy gave the money and said something like “I won't be betting against you anymore.”

157
Miscellaneous / Re: Final day on #omnimaga
« on: March 30, 2010, 12:06:23 pm »
Sorry to hear. It's unfortunate, but hopefully it will bring down stress levels to a more manageable level. I wish the best.

Your participation in this community definitely hasn't been wasted, I don't think, despite the problems that occurred. I see lots of people here who have benefited from this place and its philosophies, and even the problems can teach valuable lessons (though maybe not always right away).

158
Miscellaneous / Re: How did you find Omnimaga?
« on: March 25, 2010, 08:49:59 am »
I actually found this forum through Nikky, believe it or not. ;) He and I had just gotten hired at ticalc.org and I had decided to begin work on splitting up various overgrown directories in the archives into additional categories. After a couple of weeks Nikky sent me an email saying it looked like people were noticing my work, with a link to a topic DJ Omnimaga posted about it. When I looked around, I saw a couple of calc-related topics and comments about ticalc.org that I was able to reply to so I registered and did that.

Until that point I hadn't really been aware of other calculator forums/sites besides the message boards on ticalc.org. Since activity there had been dwindling in recent years, I got the idea that I should look around for these forums and watch them for interesting calc topics as well as questions and feedback about ticalc.org that people often don't tell the staff directly (in the past it seemed that the ticalc.org staff usually didn't respond to public queries like this, and I felt it would be nice to change this). So this drew me toward spreading out and looking at other forums (and eventually IRC).

159
IIRC, it was because it uses the VAT to store the folder ID. The VAT entry can't be modified permanently while a var is archived, I don't think—I think it's only updated once when the var is initially archived.

I guess it's kind of like on the 68k calcs if you have a bunch of archived variables in a particular folder, and then you rename the folder without unarchiving anything. If the calc crashes or does a soft reset, the variables reappear in the previous folder name rather than the renamed one. That's because archived variables have headers in the archive that says what folder they're supposed to be in. Unless you unarchive and rearchive them again, that entry isn't updated since it's in flash rather than RAM, so data about the new folder name stays in RAM and is therefore temporary.

160
I think I remember Brandon saying a few times (unless I'm mixing this up with something else, which is possible) that you can work around that by unarchiving the variables and setting their folders, then archiving them back. Then the folder settings will be more permanent.

161
Miscellaneous / Re: Ticalc.org enter a new era (well, sort-of)
« on: December 09, 2009, 12:50:00 am »
Wow, I didn't even realize that. Now I really feel old.  :o

It's kind of scary—the older I get, the faster time seems to go. I can hardly believe I've been on the ticalc.org staff for more than an entire year now. It really does not feel like it's been that long.

162
General Calculator Help / Re: TI 89
« on: December 06, 2009, 10:37:06 pm »
1 ) use output. Don't. Pxltext does the same thing with the same coordinates and you can show pictures to boot.

I don't see anything wrong with using Output if you only need to display text. This way you don't have to mess with graphing modes, saving/restoring GDBs, etc. I've only used Pxltext and graphics commands when actually using graphics.

You give some good pointers, though.

I kind of like the 68k BASIC better since it seems easier to me (I like being able to indent code and give variables descriptive names and so forth) and can do a lot of things that I wished I had back in my 82/85/86 BASIC days. It's not perfect, though, and I have lots of gripes about it after working with it for many years. And like others have said, it sucks that you can't use the whole screen. If the menus were optional like on the 86, the effective screen resolution would have been even better and you could eliminate the clutter of the inactive menu bar which might confuse users who are new to the calculator when they run your program.

163
TI-Nspire / Re: TI-Nspire GB Emulator
« on: December 06, 2009, 10:16:08 pm »
IIRC, I looked at a GBC once and it seemed to have a good display. GB display seemed a bit hard to see indeed. GBA was by far the worst, though. I am glad they released the GBA SP afterward
Actually, GBC display was good, it was the GBA that was hard to see.

Ah, okay. I don't remember the old GBA that clearly (my brother had one, but I never got into it), but it did seem to have somewhat poorer contrast than GBC. And it did seem that some GBA games had excessively dark backgrounds sometimes.

164
TI-Nspire / Re: TI-Nspire GB Emulator
« on: December 03, 2009, 01:30:50 pm »
That's odd, because I always considered the GBC as having the best, highest contrast of all non-backlit LCDs I know. To me it seemed like the old monochrome GBs had such hard-to-see, blurry screens by comparison.

165
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: December 03, 2009, 12:35:17 pm »
Yeah, GBC could show quite a bit more than 16 colors at once, I think, depending on the game. Also, I remember reading about a trick that could be done to display even more colors at one time, but I don't remember the details off the top of my head. It probably had something to do with changing the palette every scanline in the middle of display refresh—a lot of old consoles had tricks like that.

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