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Messages - deeph

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31
TI Z80 / Re: Alien Breed 5
« on: May 07, 2013, 09:33:13 am »
This port would be awesome, I've always been envious of TI 86 RPGs, and this one looks amazing :)

32
Other Calculators / Re: TI-Concours - last days to subscribe !
« on: April 15, 2013, 02:53:50 pm »
Will it be possible to download any programs from the website ? Because I'd like to test some (even some of the last year), but I can't find them anywhere else...

33
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: March 24, 2013, 12:06:12 pm »
Yeah but you could have used wine :P

Anyway, it's weird because it's working here on windows xp... I'm trying to fix that now, but if you want I can make a request form.

At least are the included datas what you wanted ?

34
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: March 24, 2013, 11:58:10 am »
I've changed the format : http://www.mirari.fr/yVxE

What OS are you using ? Windows ?

35
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: March 24, 2013, 11:12:06 am »
Ok here it is : http://www.mirari.fr/yVxE (made using PureBasic)

A few things : the tile $ff isn't transparent (it's the wave-thing) so for the background I've used the tile $9a (the blank tile). The converter check if the colors are exactly the same to assume which tile it is, so you may have to modify the tileset later (for other maps) : I've already changed some colors, but not all.

There are two programs : "tiles.exe" reorganize the tileset (easier to use/include) and "map converter.exe" well, it's self-explaining :)

Both works by drag and drop things on it (the unorganized tileset image and the map image).

It just takes a minute or two depending of the size of the map.

The map image you've posted earlier was sized down so I've used this one : http://www.snesmaps.com/maps/F-Zero/F-ZeroMapSelect.html

And I wasn't really sure how you declare a byte field in C (is it possible to make line breaks ?), so you'll see if the output format is what you expected, else I can change it.

By the way, I think you could gain a lot of bytes by using some compression (and then uncompressing the map image on the nspire before races). I can easily add this feature to the program, or even make a map editor when you project will need it.

36
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: March 24, 2013, 07:03:24 am »
Ok, but I think there's a background image (the city ?) for the paralax effect, so how will you handle this ? Do you want to use a transparent tile right now (if so, which one ?), or include the city in the map image (if so, I'll have to add its tiles in the tileset) ?

37
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: March 24, 2013, 06:21:39 am »
Can't you find those datas online ?

Or you could automatise the conversion, I'm sure I can make a program that scan the image for tiles and generates the datas as you want (something like the inverse of what I've done there : http://ourl.ca/12441/341898 ), it don't looks that hard.

I would just need the map image, the tile list and the output format.

38
TI Z80 / Re: Pokemon Topaze (Axe)
« on: March 18, 2013, 05:58:28 am »
Well restarting all in ASM would be quite hard o.o

Not as easy as doing it in Axe, but you could still ask for help (and asm isn't that hard, specially since we have awesome tools like spasm/Wabbitemu/TilEm/etc...). But it's as you want, I just wanted to show you that technically Pokémon Topaze could fit into 27ko or less :P

39
TI Z80 / Re: Pokemon Topaze (Axe)
« on: March 17, 2013, 05:07:21 pm »
Yeah, there are some messed up tiles (where are the doors ? :P) but it seems to work pretty well anyway :D

That's because the "mapper" don't know which tile to assign to the different teleporters/trainers/etc... But you know those values, and what's important is that it works. It'll even be helpful for my project, I guess I can add the compression option to my map editor (but right now I'm rather focusing on the battle system).

So what do you plan ? Making an asm version or improving the axe one (maybe later) ? :)

40
TI Z80 / Re: Pokemon Topaze (Axe)
« on: March 17, 2013, 11:53:45 am »
I've finally done an encoder/decoder that works :P

So the final size is... 3726 bytes (66%) :D

I had to be sure this time (:P), so I've managed to create a program that generates an image of the decoded map, and here it is :

Spoiler For map:

There are some tiles messed up because of the way I ripped them, but the compression works.

Of course you'll need to know how you'll handle map in the hypothetical future versions of Pokémon Topaze, so this may not be helpful, at least immediatly.

Otherwise this could help programing a map editor on PC, just like the one I use for Pokémon Monochrome, or the one I've done for project "juego".

If you want to see how the encoder/decoder works : Pokémon Topaze RLE+7th bit encoded map.zip

Lolnope, I only have one PokeCenter. See the map in this post, you can see the only PokeCenter in the bottom left corner :P

So how do you handle returns ? You're saving the player coordinates somewhere I guess.


And I thought about it during this night (:P), I discovered that there will probably be problems for the right to left uncompression due to the 7th bit trick :(

That's right, unless you don't have tiles with ID above 127 :-\

Yeah, And I thought about something, there is no need to be several appvars in fact, just several maps in one appvar. This can be done easily if you know how much space takes every compressed map. Well yeah, that can do it :D

And if you don't want to stop the scroll when the player reach the limits (like I'm doing in my version), I think you can make a routine that outputs a black tile if the mapper is asking for a tile which out of the map (this way you wont need to have so much $19 :P).

41
TI Z80 / Re: Pokemon Topaze (Axe)
« on: March 16, 2013, 03:35:19 pm »
Also, you wrote x*y*map_width, but I assume that the first "*" is meant to be a "+" right ?

Yeah that's what I meant.

And I thought about something that could work too, since usually, doors are coupled by pairs, one leading to another, so this would be possible, where 2n is the number of doors:
-having a list like that door(1)coordinates,door(2)coordinates,...door(n)coordinates,door(n+1)coordinates,door(n+2)coordinates,...door(2n)coordinates
-then, when you hit the door k, it teleports you to the door k+n or k-n (basically the door k+n modulo 2n I guess) :)

Yes it would work, but in my case I'll need to know the map ID too. Plus I was thinking of placing teleporters to the same pokecenter (to win space) through the whole game, so it won't work whithout some more datas (where was the player before enter...). Currently you have as many pokecenters as towns, right ?

Erf, I've just found a bug in my compression program, which caused to misread hex numbers... Looks like the compressed map using horizontal RLE+7th bit trick+more than 127 tiles will finaly takes 4712 bytes (57%, and RLE only will take much more)  x.x

Though, that's not that bad :P

Spoiler For Compressed map using horizontal RLE+7th bit trick+more than 127 tiles:
8019939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939B9B9B9B9BC0C09B9B9B9B9B93939393939494949494C2C294949494949393939393949494949494949494949494939393939380808080808080808080808080808080808093939393939393939393939393939393939393939393939380808080808080808080808080808080808080808093939393939B0A009B939393939394020005000300949393939393940A0094939393939393939393939393939393939393939393939393939393939B9B9B9B9B9B9B9B9B9B9B9B9B9B939393939380808080808080808080808080808080808080808093939393939B0A009B9393939393940200050003009493939393939404009798040094939393939393939393939393939393939393939393939393939393939B8080808080808080808080809B939393939380808080808080808080808080808080808080808093939393939B809B9B9C8E809C9B9B809B93939393939403009C8E809C03009493939393939480030096998180020094939393939393939393939393939393939393939393939393939393939B80808080808080808080CA809B939393939380808080808080808080808080808080808080808093939393939B03009C02009C03009B9393939393940200809C02009C0300949393939393948002008E9494818002009493939393939B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B93939393939B8080808080808080808080809B939393939380808080808080808080808080808080808080808093939393939B02009B9C02009C9B02009B9393939393940200809C02009C0300949393939393940300C506009493939393939B80808080808E808080808080808080809B93939393939B8080809B9B9B9B9B9B9B9B9B9B939393939380808080808080808080808080808080808080808093939393939B03009C02009C03009B93939393939403009C02009C0300949393939393940A009493939393939B808080808088808080808080808080809B93939393939B8080809B939393939393939393939393939380808080808080808080808080808080808080808093939393939B9B9B9B9B9B9B9B9B9B9B9B9393939393949494949494949494949494939393939394949494949494949494949493939393939B8080C9808088808080808080808080809B93939393939B8080809B939393939393939393939393939380808080808080808080808080808080808080808093939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939B8080808080808080808080809B8080809B93939393939B80CB809B939393939393939393939393939380808080808080808080808080808080808080808093939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939B8080808080808080808080809B8080809B93939393939B9B9B9B9B939393939393939393939393939380808080808080808080808080808080808080808093939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939B9B9B9B9B9B9B9B9B9B9B80809B8080809B93939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939B8080808080808092808080809B8080809B93939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939494949494BFBF949494949493939393939494949494C1C1949494949493939393939B9B9B9B9B9B9B9B9B9B93939393939B9B9B80808080808080DA808080809B8080809B939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939394839406009483949393939393940A009493939393939B03008E04009B93939393939B8080808080808080809B808080808E8080809B93939393939B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B93939393939393949494949494949494949393939393939483949404009494839493939393939402009404009402009493939393939B9B9B04009B9B9B93939393939B8C88888080808080809B80808080888080809B93939393939B8080808080808080808E808080808080808092809B93939393939393940400808E958094939393939393948383949C92809C948383949393939393948094809C92809C8094809493939393939B08009B93939393939B8080808080808080809B80808080888080809B93939393939B808080808080808080DC808080808080808088809B9393939393939394080094939393939393948383949C02009C948383949393939393948094809C02009C8094809493939393939B808C88888803009B93939393939B8080808080808080809B80808080888080809B93939393939B808080808080808080DC808080808080808088809B9393939393939394080094939393939393948394949C02009C949483949393939393940200949C02009C9402009493939393939B0200030003009B93939393939B9B9B9B9B9B9B9BC4C49B9B9B9B9B9B9B9B9B9B93939393939B808080809B9B9B9B9B9B9B9B9B9B8088808080809B9393939393939494949494020094949494949393939393948394809C02009C8094839493939393939403009C02009C03009493939393939B02000300808A809B9393939393939393939393939393939393939393939393939393939393939BBABA9B9B9B8080808080809B9B9B9B8B808080809B93939393939308008888888D9393939393949494949494949494949494939393939394949494949494949494949493939393939B08009B93939393939393939393939393939393939393939393939393939393939393939393939B80CC80808080809B9B9B9B808080809B9393939393938095020095020095020095809393939393939393939393939393939393939393939393939393939393939393939393939393939B9B9B9BC3C39B9B9B9B93939393939393939393939393939393939393939393939393939393939393939393939B80808080808080809B9B9B808080809B9393939393938C88880900939393939393939393939393939393939393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Well, It will be slower for the "end" of the map but I think it will be still bearable for users to have a little map change sometimes, if that is not too often, that should not take more than 2 seconds :)
Else, there could be 2 decompression routines, one uncompressing "from left to right", the other one "from right to left', this way, it will be slower in the middle but still quite fast everywhere ;)

Yeah it would work, but you'll have to know when to use which one.

I still think that using small maps instead of a big one can allow you to gain speed and space.

42
TI Z80 / Re: Pokemon Topaze (Axe)
« on: March 16, 2013, 01:59:01 pm »
Yeah, teleporting carpets and doors for example, all have their own number.
You mean each one, right ? Cause I think you can easily guess which door (with the same tile for all, if that's not the case) the player have crossed by comparing its coordinates (x*y*map width) with a list like that : ".dw door_01_coordinate,pointer_to_teleporting_handler_01,etc...".

Don't know if you can do this in Axe, though.

What could be done for them would be a stupid thing like ".db 1,door". That would of course waste one byte since that won't use the 7th bit trick, but they are not so many. And carpets usually go by two so that would be ".db 2,carpet" which doesn't waste anything :)
And the 7th bit trick would be reserved to more usual tiles like trees and such, with numbers under 127 :)

Yeah but take care not to have the same tiles repeated horizontaly more than 127 times, else it will mess up the decompression (for example, you can't differenciate 143 tiles with the tile #15 alone, in both cases that'll give %10001111).

I think that they would not be very complicated, like squares, all with the same dimension and all :P
A separation could be right in the middle of a town but I don't think uncompressing will be too slow since nothing happens during that process. I recall the true Pokemon Yellow having small latencies at the border of towns (where the color of the environnment changes) and I guess it is because they must use this kind of uncompression.

Uncompressing the beginning of the datas is fast, but not the end, that's why it would be more convinient to do it while teleporting the player.

But how will you handle the fact that trainers can have different range of view ?

I'll just define that for each one, I guess.

43
TI Z80 / Re: Pokemon Topaze (Axe)
« on: March 16, 2013, 05:40:30 am »
No, I have more than 77 tiles. I see a "r1<229" in the code, and even if there are some blanks somewhere, I think it is still over 127 :(
For the trainer, there are two kinds of them: the ones that you must beat (they are blocking the road) and that can beat only once, and the ones that you don't have to beat, but you can beat them as many times as you want. For the ones blocking the road, yeah, you have to beat them in order.

Why do you have so much tiles ? To handle events ("teleportations" etc...) ? This said, the datas I posted earlier may not be usable : I haven't check if the tile ID was under 127 before changing its 7th bit, but without doing it the map is still compressed to 80% (2220 bytes) :

Spoiler For compressed map only using horizontal RLE:
F019052702640527051905200266052005190C2005191201819150051901270A00127051901200A00120051901200A001201C190E270519150051901270A00127051901200A00120051901200400123012404001201C1901270C00127051915005190127010022701280114010012802270100127051901200300128011401001280300120051901200400122012501103001201C1901270A001740100127051915005190127030012802001280300127051901200300128020012803001200519012003001140220011030012005191227051901270C00127051915005190127020012701280200128012702001270519012003001280200128030012005190120030016906001200519012705001140A00127051901270300A2705191500519012703001280200128030012705190120030012802001280300120051901200A00120051901270500180A001270519012703001270E1915005190C2705190C2005190C200519012702001730200180A001270519012703001270E19150381901270C00127030012705190127010017501001270E19150381901270C001270300127051905270E1915038190B2702001270300127651901270700118040012703001273219052002630520051905200265052005190A270519032707001900400127030012732190120013012006001200130120051901200A001200519012703001140400127051901270900127040011403001270519162707190A20061901200130220040022001301200519012002001200400120020012005190327040032705190127011202806001270400180300127051901270900114080011801001270719012005001140121010012006190120023012001280118010012801200230120051901200100120010012801180100128010012001001200519012708001270519012709001270400180300127051901270900192080018010012707190120080012006190120023012001280200128012002301200519012001001200100128020012801001200100120051901270100112038030012705190127090012704001803001270519012709001920800180100127071901200800120061901200130220012802001280220013012005190120020012001280200128012002001200519012708001270519082702680A27051901270400A27010018040012706190520020052005190120013012001001280200128010012001301200519012003001280200128030012005190127060011001001271E190127025803270600427011104001270619080038011305190C2005190C200519012708001272319012701001760500427040012706190100121020012102001210200121010271904270267042723190127080032704001270619011202809036191310B1906270400191050012706190100121010011401210200121020012101036190110130440150B002103190720519012704001910500127061903001808036190110660C003102206005190127040011105001270619030018040011003011190262061901202561120519051026014303602001301401507001140A005190C270619030018080111902006190120200120F001205190110C00160180160700135060014030171905002590501119020061901201120180120F001205190110C0016010016070013509001228190410200120011030012002006190120200120200B20200120519011040011611001350900122819041010011012001101200118010012002006190120200120200120100114030012060012051901113006102205001205190500421A1905001103200110220020061901205001201001803001206001205190110D001140500110619012050012051908001205190527051906005190210C0061901205004202001201120180520519011030013024015011020013014015060011061901205001205190200140500120519012701001780100127051906005190210C006190A20200120200520519011030016019010016011020016017016060011061907205190120700120519012703001270519060051901120110C00619012120012051901103001602301601102001601001606001112190120700120519012703001270919020051901001200C0061901201120280F001205190110700110B001112190120700120519012703001270919020051902200500261050061901212001205190110700110B0011121901201120280400120519012703001270919020191908202550A205190C10300120510B19082070012051901270300527051902037190720400120700819012053011080012051901270700127051902037190120A001207008190120530110500420519012707001273E190120A0013604001402008190120610500120819052703001270C1907270250927031918005190120A0012060012081901201120180900120819052703002270B19012701140170100127080011803001270F190C005190120A001206001208190120B00120C190127040072705190127018020012708001803002270E190C0051902202570F208190120B00120C1901270A0012705190127030012708001803002270E190C020190120400820519020051904270600177012705190127011201801005270114080062709190C02019012039301130820519020081901270700127

For the compression, wow, that is very compressed O.O
What could be possible, instead of having it divided in parts, would be to have it in one compressed part but uncompressing small parts, this way, there would only be one map file and not too much slowness (only when going from one part to another) :)

Yeah I guess you can do it before teleporting the player, you'll just have to define the small areas before.

No, you don't walk on top of a trainer to battle them, you walk on the dots right in front of them :P
And yeah, my only variable (that I called TrainerNumber in this explanation but that is not called like that in the code :P) handles all the trainers for now.
But what I was worried about was that adding a table of coordinates would be stupid because it would be saving data by adding data, but now, seeing how Deeph compressed my map, I think that the table of coordinates won't be over 9000 so it would still save space, so it is a good idea :)

If you don't plan to complexify your current system there's no need to add tables, but to my part I think I'm going to handle trainers as events (every step the players does, I'll check if it's in the sight of some trainers, this way I could even handle moving trainers).

44
TI Z80 / Re: Pokemon Topaze (Axe)
« on: March 15, 2013, 03:49:12 pm »
To continue this discussion :

For now, every trainer has a tile number, let's say from 1 to 50 for example (in fact, I think it starts at 171 or some other ugly number :P). So when you walk on a number between 1 and 50, if the number saved in {TrainerNumber} (smart name isn't it ?) is lower than the tile number you walked in, well battle, and when you beat the trainer, {TrainerNumber} increases. And if {TrainerNumber} is greater than the tile, then you already beat the trainer and there is no more battle ;)

How many tiles you really have ? Cause if it's under 77 (which is pretty much sure), then you can stick with your system and use rle compression.

Elsewhere, you have to beat all the trainers in a certain order, right ? I don't remember if the progress through maps was kind of linear, but if so, then it's not a problem.

I've compressed your map using horizontal RLE+7th bit for "lonely" tiles and (if I'm correct)... it compressed up to 85% (from 10948 bytes to 1723) :o

Spoiler For compressed map:
$f0,$19,$05,$27,$02,$64,$05,$27,$05,$19,$05,$20,$02,$66,$05,$20,$05,$19,$0c,$20,$05,$19,$12,$0,$18,$19,$15,$0,$05,$19,$9b,$0a,$0,$9b,$05,$19,$94,$0a,$0,$94,$05,$19,$94,$0a,$0,$94,$1c,$19,$0e,$27,$05,$19,$15,$0,$05,$19,$9b,$0a,$0,$9b,$05,$19,$94,$0a,$0,$94,$05,$19,$94,$04,$0,$97,$98,$04,$0,$94,$1c,$19,$9b,$0c,$0,$9b,$05,$19,$15,$0,$05,$19,$9b,$80,$02,$27,$9c,$8e,$80,$9c,$02,$27,$80,$9b,$05,$19,$94,$03,$0,$9c,$8e,$80,$9c,$03,$0,$94,$05,$19,$94,$04,$0,$96,$99,$81,$03,$0,$94,$1c,$19,$9b,$0a,$0,$ca,$80,$9b,$05,$19,$15,$0,$05,$19,$9b,$03,$0,$9c,$02,$0,$9c,$03,$0,$9b,$05,$19,$94,$03,$0,$9c,$02,$0,$9c,$03,$0,$94,$05,$19,$94,$03,$0,$8e,$02,$20,$81,$03,$0,$94,$05,$19,$12,$27,$05,$19,$9b,$0c,$0,$9b,$05,$19,$15,$0,$05,$19,$9b,$02,$0,$9b,$9c,$02,$0,$9c,$9b,$02,$0,$9b,$05,$19,$94,$03,$0,$9c,$02,$0,$9c,$03,$0,$94,$05,$19,$94,$03,$0,$c5,$06,$0,$94,$05,$19,$9b,$05,$0,$8e,$0a,$0,$9b,$05,$19,$9b,$03,$0,$0a,$27,$05,$19,$15,$0,$05,$19,$9b,$03,$0,$9c,$02,$0,$9c,$03,$0,$9b,$05,$19,$94,$03,$0,$9c,$02,$0,$9c,$03,$0,$94,$05,$19,$94,$0a,$0,$94,$05,$19,$9b,$05,$0,$88,$0a,$0,$9b,$05,$19,$9b,$03,$0,$9b,$0e,$19,$15,$0,$05,$19,$0c,$27,$05,$19,$0c,$20,$05,$19,$0c,$20,$05,$19,$9b,$02,$0,$c9,$02,$0,$88,$0a,$0,$9b,$05,$19,$9b,$03,$0,$9b,$0e,$19,$15,$0,$38,$19,$9b,$0c,$0,$9b,$03,$0,$9b,$05,$19,$9b,$80,$cb,$80,$9b,$0e,$19,$15,$0,$38,$19,$9b,$0c,$0,$9b,$03,$0,$9b,$05,$19,$05,$27,$0e,$19,$15,$0,$38,$19,$0b,$27,$02,$0,$9b,$03,$0,$9b,$65,$19,$9b,$07,$0,$92,$04,$0,$9b,$03,$0,$9b,$32,$19,$05,$20,$02,$63,$05,$20,$05,$19,$05,$20,$02,$65,$05,$20,$05,$19,$0a,$27,$05,$19,$03,$27,$07,$0,$da,$04,$0,$9b,$03,$0,$9b,$32,$19,$94,$83,$94,$06,$0,$94,$83,$94,$05,$19,$94,$0a,$0,$94,$05,$19,$9b,$03,$0,$8e,$04,$0,$9b,$05,$19,$9b,$09,$0,$9b,$04,$0,$8e,$03,$0,$9b,$05,$19,$16,$27,$07,$19,$0a,$20,$06,$19,$94,$83,$02,$20,$04,$0,$02,$20,$83,$94,$05,$19,$94,$02,$0,$94,$04,$0,$94,$02,$0,$94,$05,$19,$03,$27,$04,$0,$03,$27,$05,$19,$9b,$8c,$02,$8,$06,$0,$9b,$04,$0,$88,$03,$0,$9b,$05,$19,$9b,$09,$0,$8e,$08,$0,$92,$80,$9b,$07,$19,$94,$05,$0,$8e,$95,$80,$94,$06,$19,$94,$02,$3,$94,$9c,$92,$80,$9c,$94,$02,$3,$94,$05,$19,$94,$80,$94,$80,$9c,$92,$80,$9c,$80,$94,$80,$94,$05,$19,$9b,$08,$0,$9b,$05,$19,$9b,$09,$0,$9b,$04,$0,$88,$03,$0,$9b,$05,$19,$9b,$09,$0,$dc,$08,$0,$88,$80,$9b,$07,$19,$94,$08,$0,$94,$06,$19,$94,$02,$3,$94,$9c,$02,$0,$9c,$94,$02,$3,$94,$05,$19,$94,$80,$94,$80,$9c,$02,$0,$9c,$80,$94,$80,$94,$05,$19,$9b,$80,$8c,$03,$8,$03,$0,$9b,$05,$19,$9b,$09,$0,$9b,$04,$0,$88,$03,$0,$9b,$05,$19,$9b,$09,$0,$dc,$08,$0,$88,$80,$9b,$07,$19,$94,$08,$0,$94,$06,$19,$94,$83,$02,$20,$9c,$02,$0,$9c,$02,$20,$83,$94,$05,$19,$94,$02,$0,$94,$9c,$02,$0,$9c,$94,$02,$0,$94,$05,$19,$9b,$08,$0,$9b,$05,$19,$08,$27,$02,$68,$0a,$27,$05,$19,$9b,$04,$0,$0a,$27,$80,$88,$04,$0,$9b,$06,$19,$05,$20,$02,$0,$05,$20,$05,$19,$94,$83,$94,$80,$9c,$02,$0,$9c,$80,$94,$83,$94,$05,$19,$94,$03,$0,$9c,$02,$0,$9c,$03,$0,$94,$05,$19,$9b,$06,$0,$8a,$80,$9b,$1e,$19,$9b,$02,$58,$03,$27,$06,$0,$04,$27,$8b,$04,$0,$9b,$06,$19,$08,$0,$03,$8,$8d,$05,$19,$0c,$20,$05,$19,$0c,$20,$05,$19,$9b,$08,$0,$9b,$23,$19,$9b,$80,$cc,$05,$0,$04,$27,$04,$0,$9b,$06,$19,$80,$95,$02,$0,$95,$02,$0,$95,$02,$0,$95,$80,$27,$19,$04,$27,$02,$67,$04,$27,$23,$19,$9b,$08,$0,$03,$27,$04,$0,$9b,$06,$19,$8c,$02,$8,$09,$0,$36,$19,$13,$1,$0b,$19,$06,$27,$04,$0,$db,$05,$0,$9b,$06,$19,$80,$95,$80,$8e,$95,$02,$0,$95,$02,$0,$95,$80,$36,$19,$81,$83,$04,$4,$85,$0b,$0,$02,$1,$03,$19,$07,$2,$05,$19,$9b,$04,$0,$db,$05,$0,$9b,$06,$19,$03,$0,$88,$08,$0,$36,$19,$81,$06,$6,$0c,$0,$03,$1,$02,$2,$06,$0,$05,$19,$9b,$04,$0,$8b,$05,$0,$9b,$06,$19,$03,$0,$88,$04,$0,$8a,$03,$0,$11,$19,$02,$62,$06,$19,$82,$02,$56,$11,$2,$05,$19,$05,$1,$02,$6,$ab,$03,$6,$02,$0,$83,$84,$85,$07,$0,$8e,$0a,$0,$05,$19,$0c,$27,$06,$19,$03,$0,$88,$08,$0,$11,$19,$02,$0,$06,$19,$82,$02,$0,$82,$0f,$0,$82,$05,$19,$81,$0c,$0,$86,$88,$86,$07,$0,$a3,$06,$0,$84,$03,$0,$17,$19,$05,$0,$02,$59,$05,$0,$11,$19,$02,$0,$06,$19,$82,$8c,$88,$82,$0f,$0,$82,$05,$19,$81,$0c,$0,$86,$80,$86,$07,$0,$a3,$09,$0,$82,$28,$19,$04,$1,$02,$0,$94,$81,$03,$0,$94,$02,$0,$06,$19,$82,$02,$0,$82,$02,$0,$0b,$2,$02,$0,$82,$05,$19,$81,$04,$0,$90,$11,$0,$a3,$09,$0,$82,$28,$19,$04,$1,$80,$81,$94,$81,$94,$92,$80,$94,$02,$0,$06,$19,$82,$02,$0,$82,$02,$0,$82,$80,$8e,$03,$0,$82,$06,$0,$82,$05,$19,$81,$13,$0,$06,$1,$02,$2,$05,$0,$82,$05,$19,$05,$0,$04,$2,$1a,$19,$05,$0,$81,$03,$20,$81,$02,$20,$02,$0,$06,$19,$82,$05,$0,$82,$80,$88,$03,$0,$82,$06,$0,$82,$05,$19,$81,$0d,$0,$8e,$05,$0,$81,$06,$19,$82,$05,$0,$82,$05,$19,$08,$0,$82,$05,$19,$05,$27,$05,$19,$06,$0,$05,$19,$02,$1,$0c,$0,$06,$19,$82,$05,$0,$04,$2,$02,$0,$82,$8c,$88,$05,$2,$05,$19,$81,$03,$0,$83,$02,$4,$85,$81,$02,$0,$83,$84,$85,$06,$0,$81,$06,$19,$82,$05,$0,$82,$05,$19,$02,$0,$84,$05,$0,$82,$05,$19,$9b,$80,$ce,$80,$9b,$05,$19,$06,$0,$05,$19,$02,$1,$0c,$0,$06,$19,$0a,$2,$02,$0,$82,$02,$0,$05,$2,$05,$19,$81,$03,$0,$86,$89,$80,$86,$81,$02,$0,$86,$87,$86,$06,$0,$81,$06,$19,$07,$2,$05,$19,$82,$07,$0,$82,$05,$19,$9b,$03,$0,$9b,$05,$19,$06,$0,$05,$19,$8c,$81,$0c,$0,$06,$19,$82,$12,$0,$82,$05,$19,$81,$03,$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But keep in mind that the speed to read it on the fly will really depend on the tiles you're trying to reach... That's why dividing it into smaller parts would help.

45
Other Calculators / Re: TI-Concours - last days to subscribe !
« on: March 15, 2013, 03:46:57 pm »
Yeah sorry, let's continue on the proper topic :P

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