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Messages - Xeda112358
Pages: 1 ... 142 143 [144] 145 146 ... 317
2146
« on: March 13, 2012, 08:37:58 am »
Oh, for the particles. Yes, it has to read from both so that it can interact with the environment. There is a particle buffer and screen buffer. The particle buffer interacts with the screen buffer  That is how it flows around static objects EDIT: I refer to the particle array as a particle buffer.
2147
« on: March 13, 2012, 08:29:07 am »
Awesome, thanks TravisE!
2148
« on: March 13, 2012, 08:27:59 am »
I am confused...  A tilemap is an array...
2149
« on: March 13, 2012, 07:16:54 am »
Awesome! I am sure people will enjoy larger maps
2150
« on: March 13, 2012, 07:15:49 am »
My coding is under way  Also, Tic-Tac-Toe sounds cooler in french
2151
« on: March 12, 2012, 10:41:41 pm »
It is indeed in the readme  Also, Apparently Ɵ' will contain the size of the created var O.o I didn't even remember adding that
2152
« on: March 12, 2012, 10:38:54 pm »
Sorry  I am trying to think of what I can easily tackle or fix for now
2153
« on: March 12, 2012, 10:37:34 pm »
Nice! That one I know uses Trig
2154
« on: March 12, 2012, 09:19:09 pm »
okay. I need to figure out how I used to do 3D stuff (I have forgotten how over the years, but I made 3D programs in BASIC  )
2155
« on: March 12, 2012, 09:16:34 pm »
Do you use any trig, or square root stuff?
2156
« on: March 12, 2012, 09:14:46 pm »
Wow, that is cool! How did you do that? o.o
2157
« on: March 12, 2012, 08:20:20 pm »
It takes about 1.70 seconds to fill the screen at 15MHz. As for Partex2, I just wrote the code to be fast. It reads the coordinates from an array and pixel tests as needed. To update a particle, it just changes the coordinates and draws accordingly. I am actually going to rewrite it to be faster, hopefully. I made a grayscale version over spring break, but at 2000 particles, it definitely could not do grayscale  It did not look bad at all, actually, but I still want to see if I can speed up the process
2158
« on: March 12, 2012, 08:10:22 pm »
Okay, for your first question, you would have to copy the var to another var and then get the pointer to that var in RAM. In your example, it would use V as a pointer to the name of the var to copy to. You could do this: solve(0,"UData","V.→D
D will point to the newly created var  As for the sprite editor, the actual sprite data starts 4 bytes in  The first 4 bytes hold the data for the size and number of sprites so that the editor can read them properly. So what you can do, if the sprite file is the appvar TILES: 4+solve(0,"UTILES","V:→T
I hope that helps!
2159
« on: March 12, 2012, 04:40:27 pm »
Awesome! I was worried  If you just want to read it (and not write to it) you can copy it to a var using solve(0. So for example, if your appvar is called Data, you can do: solve(0,"UData","V.
That will copy to a tempprog (that is what the V means) called "." Temp programs are automatically deleted by the OS, so it won't clutter up RAM. if you want to edit it, you will need to have it unarchived You can also copy portions of a variable to RAM instead of the whole thing using two optional arguments to specify the size and offset
2160
« on: March 12, 2012, 04:10:53 pm »
I just tested on my real calc and all the pixel commands are that fast EDIT:it takes about 4 seconds to fill the whole graph screen using Pxl-On( which is 6144 pixels (also at 6MHz) Using math is what will slow it down, though  It takes 7 seconds if I use Pxl-On(X+1,Y+1 And about 10 to 11 seconds when multiplying by 65535 (the slowest multiplication)
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