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Messages - chattahippie

Pages: 1 ... 5 6 [7] 8 9 ... 25
91
TI Z80 / Re: Fire
« on: January 22, 2012, 11:13:35 pm »
Or when you clear the screen with [CLEAR], instead of vanishing, the screen burns away ;D

92
Axe / Re: 4x4 sprites
« on: January 17, 2012, 10:22:14 pm »
You could use Rect, RectI, and the Pxl commands,
but I think just using Pt-On with sprites similar to [F0F0F0F000000000] would be your best option

93
Axe / Re: Axe Q&A
« on: January 15, 2012, 04:51:10 pm »
Can you optimize:
Code: [Select]
X*4->Y
!If Y=4
.stuff
End
to:
Code: [Select]
X*4->Y
!If =4
.stuff
End

94
Math and Science / Re: Rewriting Formulas
« on: January 14, 2012, 05:45:08 am »
You really don't need to cross it out.  As long as you both multiply and divide by m, the equation will work fine, as it cancels out itself automatically

95
Axe / Re: Axe Q&A
« on: January 12, 2012, 10:53:26 pm »
The first would be much faster.  Also, chattahippie that code you posted doesn't do the same thing.  Yours creates an empty rectangle with inverted borders.  Parser's code creates a white rectangle with filled borders.
True, I was assuming parser was starting from a blank screen

96
Axe / Re: Axe Q&A
« on: January 12, 2012, 10:45:47 pm »
I would use
Code: [Select]
RectI(0,,+96,-32)
RectI(1,,+93,-32)

97
TI Z80 / Re: TinyCraft [Axe]
« on: January 12, 2012, 06:32:56 am »
We already know how the land is generated in the original game. We're going to try to port that as best we can first.
Oh, okay.  I was just throwing around ideas :P

98
TI Z80 / Re: TinyCraft [Axe]
« on: January 11, 2012, 11:34:50 pm »
Alright guys, here is promised code. I accidentally ram-cleared all my inventory and sprite data :( so I just threw something together really quickly, kinder you're going to have to add it all back :P

The reason the compiled file is so large is because it has a 4096 byte buffer for the map, a 1536 byte buffer for the screens, and a ton of other data besides.



(BTW it takes a good 2 minutes to walk clear across the map without stopping :P)
I like how this is looking ;D

Maybe this could be modified to generate the land
http://ourl.ca/4129/135999

99
TI Z80 / Re: TinyCraft [Axe]
« on: January 10, 2012, 10:17:59 pm »
I was looking around, and this might be fit to generate land after modifying it
http://ourl.ca/4129/135999

100
TI Z80 / Re: MUSEINC: Make musicmaking in Axe easier!
« on: January 09, 2012, 10:42:37 pm »
Wow! You really sped up the compile time :D
Anyways, here is the recompiled song...
the order is
LAVENDER
LAVENDER
LAVENDR0
LAVENDR1
 :)

101
Axe / Re: Axe Q&A
« on: January 09, 2012, 10:12:33 pm »
No, Text() can only write to L6.  It's hard-coded into the routine.
Dang. I'll have to do some tricky buffer copying. :)

DispGraph(L3, L6)r should work unless Axe doesn't allow the buffers to be switched

102
Computer Projects and Ideas / Re: My Beowulf Cluster
« on: December 31, 2011, 09:03:59 pm »
This is really cool! :D
Do you know the flops of the cluster?

103
TI-BASIC / Re: 100 TI-BASIC Optimizing Tips
« on: December 29, 2011, 09:31:14 pm »
Code: [Select]
If (A=1)+(A=2)+(A=3)+(A=4)to
Code: [Select]
If sum(A={1,2,3,4

104
TI-Nspire / Re: GBA emulator for nspire?
« on: December 29, 2011, 03:20:56 pm »
I always thought that SNES and GBA graphics are almost same?
SNES is a 16-bit system
GBA is a 32-bit system

So, GBA is technically capable of better graphics

105
Gaming Discussion / Re: Mario Kart 7 Omnimaga Community
« on: December 28, 2011, 10:20:52 pm »
Sounds awesome :D

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