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Messages - Xeda112358
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4546
« on: November 23, 2010, 02:08:55 pm »
Yes! I get to see my friend/neighbor and my girlfriend! And my little brother just entered high school this year meaning he is borrowing a TI-84+... And my other brother needs to be straightened out a little (seniors in high school these days  )And on top of all that, I will have more time to program! (after going to two Thanksgivings, getting all my schoolwork done, and chores, of course  ) Ah, SpriteLib, no worries. You wont take a back seat just yet...
4547
« on: November 23, 2010, 09:31:55 am »
Thanks! I am not going to be on for the next five days or so because I go home for break and I pretty much never have access to the internet. Sorry in advance to anybody with questions... I will probably end up working on that app some more and hopefully find that bug. Yesterday, I remembered a bug that I knew was going to be in the app version, so I need to fix that... And I will probably work on BASIC ReCode as well to get it back up to speed (and possibly get put into the APP if I get the app to work).
4548
« on: November 22, 2010, 07:11:25 pm »
Okay, it has been an hour... Here is the updated program version... sorry if the readme is a little sparse on notes for the new commands, but if you have any questions, I will try to answer them  What if I included BASIC ReCode in the App version....? That might be neat...  I don't think I will, though  Actually, it wouldn't be too hard... I dunno. next idea for SpriteLib: MultiKeys SpeedKeys ShiftData RotateData Maybe another FontHook to choose from...? One that uses Omnicalc Fonts, but the font can be archived...? (by the way, SpriteLib was originally going to be an Assembly version of FontEditor until I figured out a tilemap routine. That was when I added other sprite capabilities and called it Spritelib).
4549
« on: November 22, 2010, 01:54:21 am »
Not a problem! I am not great at solving math problems, but patterns and the such I like.
4550
« on: November 22, 2010, 01:51:09 am »
U[n-1]+U[n-2]=U[n]? where U[0]=0 and U[1]=1. When it goes negative, every other number is positive. 0,1,-1,2,-3,5,-8,13...
4551
« on: November 22, 2010, 01:29:01 am »
Mine? Meaning 1,1,2,3,5,8,13,21,34,55?
4552
« on: November 22, 2010, 01:16:48 am »
There is actually quite a bit to the reason for Xeda112358, but nobody knows all of them except for myself. I guess if all of my friends got together and shared all that I have told them, they would know the whole story, but here is a chunk of it. The easy part is the 112358 part it is the first part of the Fibonacci sequence. I have always played around with numbers and patterns and it just so happens that when I was six, I came up with a number series where you add the last two numbers you have to get the next (that was the terminology I used at that age). When I was ten, I was given a math quiz to see what my level was in math and the very last question was to complete the pattern: 1,1,2,3,5,8,__,__. I got pretty excited and asked the teachers where it came from and that is where I learned that it had a name. Now, as for the Xeda part... I don't exactly conform to some gender rules (to put it one way) and I wanted a name that both sounded nice and was less masculine. Xeda (the x is pronounced as a "z" as in xylophone) sounded right and so I went with that. In other places that need a last name, I use Xeda Elnara mostly because I love the letter "r" and because it rolls off the tongue. I was told it sounded elven and I like that (I have been told that I look slightly elvish). So, um, yeah. If you have any questions/comments/concerns... drop off some peanuts and I will be happy to respond  (just kidding about the peanuts  ) Rawr!
4553
« on: November 22, 2010, 12:18:45 am »
Cool! Peanuts! peanuts
4554
« on: November 22, 2010, 12:08:20 am »
Okay, will do. I am working on finishing up the readme at the moment. It is really tough to explain the FlagEdit functions.  They were a program by themselves before and they required a thorough readme. I am afraid some of the functions aren't BASIC user friendly.
4555
« on: November 21, 2010, 08:39:26 pm »
Ooh, the fun ones! Okay, the calc has a bunch of things called system flags that control almost every user setting and a few internal settings. So say you are making a program that edits the users graphical settings. By using FlagEdit, you can do a few things. By sending the value 32 to flag 4, you can do AxesOff, GridOff, CoordOff, RectGC, LabelOff, Connected, and Sequential all at once for mode settings. But here is the best part: This command returns the old value in Ans. This means that you can restore your user's settings just by sending the result back through. FlagRead just gets the value of a flag. For the flags, I will include information on how to create values and I will put together a list of my own. FlagEdit is actually a program I made when I was just starting out as a an assembly programmer  . PicHandle is a really nice command, too. The input is {36,Func,Pic#}. Pic# is a number from 0 to 255 that represents the picture number. The functions are as follows: 0-RecallPic 1-StorePic 2-DeletePic 3-Unarchive 4-Archive 5-ArchUnarch (archives an unarchived pic, unarchives an archived pic) Any number greater than 5 executes command 5.
4556
« on: November 21, 2010, 07:40:15 pm »
There is still a bug for some reason in the APP. I have tested all of the current commands using a program, but using the calls in the app. They all work fine, but for some reason in the App, they are messing up. I will need to go through and find the problem, but in the meantime, I added more to the program version. I will need to adjust the readme, but I after this next command (GetSprite), I will upload it. The new commands are ideas from other programs I have made: 26-BatteryLevel 27-IncContrast 28-DecContrast 29-GraphToScrn 30-ScrnToGraph 31-DispChar 32-SetContrast 33-FlagWrite 34-FlagRead 35-GetSprite 36-PicHandle 37-OutputASCII These will be included in the App when I get to that point, too. If you have any questions about the commands, please ask. It will help me when adding them to the command list
4557
« on: November 21, 2010, 11:18:22 am »
Um, I am not very Axe literate, so I am not sure... But the stuff after C9 provides the coordinates and the rectangle type. So if we look at 0000040562 as aabbccddee, then: aa=left coordinate bb=upper coordinate cc=right coordinate dd=lower coordinate ee=Rectangle type (EF5F4D is the inverted box; use 5F)
4558
« on: November 21, 2010, 10:49:33 am »
Yes! And I wasn't going to put this in, but I might as well. If you need to draw 10 rectangles or more it becomes more memory efficient to use this method (my new method I am using with ASMDRAW6). This example only draws three so that it isn't as confusing: 0603 21BB9D11AD9DC5ED A0EDA013EDA0EDA0 13EDA0E5D5210000 110000EF624DD1E1 C110DFC9 0000040562 010102025F 010818187D
Here are the rules: - the 0603 tells how many rectangles there are. The 06 stays the same, but but if you were to draw 11 rectangles, you would use 0B instead of 03.
- The 0000040562 translates to doing 210000110405EF624D
I don't know an easier way to describe this one which is why I wanted to leave it out...
4559
« on: November 21, 2010, 02:25:31 am »
If I wanted to draw 6 rectangles, I would need: 21xxyy11xxyyEFzz4D 21xxyy11xxyyEFzz4D 21xxyy11xxyyEFzz4D 21xxyy11xxyyEFzz4D 21xxyy11xxyyEFzz4D 21xxyy11xxyyEFzz4D C9 Is this what you mean?
4560
« on: November 21, 2010, 02:17:32 am »
Okay, I am still a tad lost, but the other code would draw two different boxes. Each one has its own coordinates supplied to it.
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