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Messages - dinhotheone

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376

 THE POST 12507112
wth? im part of your streetracing crew? you've made 41 dollars? wth?
that was dirty  


377
TI-BASIC / what is going on?
« on: January 30, 2007, 10:10:00 am »
The program graphs a slop field, basically an approximation of the graph of the antiderivative of the function times any constant (i think)

anyway i ran into a different problem, since the user has to enter the function with x's and y's i created 2 loops that check for x's and y's and change them to z and theta and i changed the for loops and the code inside of them. I brought that to school after testing on basic inputs but when i gave it to the only other decent programmer in the school to show it too he entered 100 and 101 for xmin and 200 and 202 for y min, when he does this the calc only shows an empty graph and then exits the program. the only reason i sould see this happening is that somewhere the graph screen variables change so that max is less than min then it doesnt enter the for loop. and then it resets them to what i want them to be. I'd give you my full code if i knew an easier way to post it but basically....

ask for xmin xmax y min and ymax
loops around if either max is too big
ask for "Resolution of field" not graphscreen res.

378
Pokémon Purple / [PP] Progress, Starting in '07
« on: January 29, 2007, 12:41:00 pm »

 THE POST 12465902
QuoteBegin
-->
QUOTE
The only problem is I have the map stored in 8x16 sections, so when it goes to the next map segment, it will need to somehow store the data. If I make the map screen semi-scrolling, it would allow for better usage of the boulders


i think he is saying scrolling is one way to have strength and boulders, not that if there is scrolling then there wont be any boulders.

Btw this looks AWESOME :)smile.gif


379
TI-BASIC / what is going on?
« on: January 29, 2007, 12:05:00 pm »
hmmm...i see, i was trying to make my code easier to be understood because i usually distribute em around the school. But i guess adding a comment in there would do well in a pinch :)smile.gif

380
TI-BASIC / what is going on?
« on: January 29, 2007, 11:37:00 am »
...WTH why did that work, i changed for y to for z like you said and then at the top of the for i put Z-> Y (because they have to enter the equation with x's and y's) and it worked...cool

about expr( deleting the variable, i would say it seems so but then the rest of the program executed flawlessly... so i dont think so otherwise the for would never make any pprogress.

381
TI-BASIC / what is going on?
« on: January 29, 2007, 11:28:00 am »
i was making a math program for calculus, you basically input an equation for the derivative and the calc will spit out a slope plot (lots of lines aproximating a function with an unknown constant)
anyway the problem is that i set the calc to do 2 for loops so it will hit a bunch of points in a square. but for the inside loop's first iterations before it returns back to the outer loop, the loop starts at zero. then later once it goes in again after it hops out, it executes properly. Another odd thing is that the varialbe starts at the correct value up untill it hits an "expr(str1)" then seems to change to zero when it should start at Ymin (Ymin = -3). The only thing that changes the varialbe is the for loop so im confused as to how this could be happening. I've tried having the loop count up and down but no matter what it starts at zero.
Ex.
c1-->
CODE
ec1
For (X,Xmin,Xmax,LLen(1)*6
For (Y,Ymin,Ymax,LLen(2)*6
:here Y = -3 (Ymin = -3)
expr(Str1)
:here Y = 0...wtf?
line(X+LLen(1),Y+LLen(2)Ans,X-LLen(1),Y-LLen(2)Ans
End
End
c2
ec2
I am 100% sure that the comments are correct because tested it using a pause and then i broke and checked what Y was.
 So who can tell me whats wrong, and it really is aas simple a code as this, im not leaving anything out between the for's and the ends

382
Other Calc-Related Projects and Ideas / SFGP permanent coding contest
« on: January 25, 2007, 10:07:00 am »
umm i think you misunderstood me, i think its clear, and i wish i had time to enter the contest but many of my teachers keep having projects due on the same day, right now i have 3 due monday, and its only 3 days past midterms!!!

383
Other Calc-Related Projects and Ideas / SFGP permanent coding contest
« on: January 24, 2007, 11:10:00 am »
if you would like to know about clarity from someone who is not an ungodly uber BASIC programmer,  i think its fine as well

384
TI-BASIC / Stopwatch program help
« on: January 16, 2007, 01:30:00 pm »
i need it to keep track of up more than just seconds though, and if im not sorely mistaken, the timer only keeps track of whole seconds, not hundredths or even tenths. also this is for use in a physics classroom so it will be timing multiple times per program execution, it only calibrates at the start the program, not at each timing.

385
TI-BASIC / Stopwatch program help
« on: January 15, 2007, 10:23:00 am »
ya, i figured it out, i changed alot of stuff and set the calibration for like 4 seconds, instead of 1 or 2. The problem misirlou, is that i need to calibrate the program each time it is executed and i don't know how to do it for that code.

386
Other Calc-Related Projects and Ideas / Death to Adam contest
« on: January 15, 2007, 10:04:00 am »
hehe funny, i think it'd be funny if you just introduced your freind and have his pixel art representation be horribly ugly and fat and just have him killed by the main character because you thought he was a random encounter monster (because he is so ugly)

or he reads a sign to say "cafetaria" or "food" but in the native language of that place it means: "danger, boobytraps ahead dont go this way, it could lead to your death because the boobytraps are set to go off on anyone and anything who ventures in thier general direction, they are very strong."

387
Other Calc-Related Projects and Ideas / New Type of Sports games
« on: January 15, 2007, 09:53:00 am »
ya, i noticed it right after i made the topic, i dont know how to fix it. I'm probably going to work on this after midterms.

388
Miscellaneous / Eragon
« on: January 14, 2007, 01:16:00 pm »
Basically what i think happened to the movie was they tried to make a 5-6 hundred page book into a 1.5 hour movie when a 3-4 hundred page book (LOTR) made a much longer movie. Even that having been said, there were multiple plot changes that were unneccesary or shouldnt have been included/left out (eragon finding out about brom early on, solembum and his prophesy,  the fact that arya already loves eragon, the big dwarf diamond, arya leaving for the elves before eragon, the killing of the ra'zac.... the list goes on and on [if you read the books you'll know what im talking about]) i wouldn't suggest seeing the movie if you read the book, it'll only make you angry, but if you already saw the movie, i'd suggest reading the book, it pwns the movie.

389
Other Calc-Related Projects and Ideas / New Type of Sports games
« on: January 07, 2007, 11:38:00 am »
I had been thinking about a project to do and i decided i wanted to do a sports game. Then i got the idea of combining sports games with RPG's. Heres what i though:

For example soccer,there would be 4 people on a team. This small field should fit onto half the calc screen without scrolling. you would move the character with the ball like any other rpg character, but when a dfender gets within a few pixels of you it would be like a random battle, there would be 4 ways a person would defend you. if they go from behind you, you have to rapidly  press a button to sprint away, if they challenge from the side you need to press buttons in a circle to do a maradona, if they challenge you from the front you could press buttons in a figure 8 to do a stepover, the person would be infront of you and a little to the side so the stepover would have to take you to the side he isnt, if the person slide tackles you, you would have like a second to press some button to scoop the ball over him and jump. the next section would be passing.

by pressing some button it would start another "random battle type thing except this time instead of a key press you have an aimer (sort of like the field goal aim on madden nfl) and you wold have to aim at your player, if you do it too far behind him then you would loose time, if you did it infront of him a defender might take it, then you would have a power thing, think madden again, if you did too much power the person wouldnt be able to controll it and it would bounce off of his foot, if iit was too easy then a defender could intercept it unless you rapidly pressed some button to have a defender sprint too it. shooting would be another key press thing. first you have like 4 seconds to press the buttons displayed, each button would coorespont to propper shooting technique, the first would be to view the net, the second to look at the ball, the third to get your knee over the ball, the 4th to lock your ankle, the next for medium power, the next for full power and the next for follow through. then a different screen would appear with the goaling in a goal, you have a different aimer(like in a baseball game for hitting the ball) and you have 2 seconds to place the aimer where you want to shoot. from there it would generate the chance you scorred based on shot placement, button press and placement of your player on the field.

anyway that would be the attacking stuff there would also be crossing and heading and volleying and dfending and goalkeeping. but i think you get the gist, oh ya and finnaly when you win a game, your players would gain xp based on thier performance. you would put their pts toward more time to button press, making things easier....

This could happen for any sport, i just thought i'd throw my ideas out there, i am thinking about making the soccer one. i hope this inspires more sports games for the calculator

390
TI-BASIC / Stopwatch program help
« on: January 05, 2007, 10:55:00 am »
I have a problem, my science teacher wanted me to create a stopwatch prgram on the ti 84. This has proven far more difficult than i initially expected. i have tried aaround 6 methods and only one has been any good. the only problem is that it doesnt work for timing's less than one secong. ill explain my code.

BTW if you only know how to prgm on 83-83+SE the functions in the program you dont know are....
Starttimer - returns the value of the clock the calculator is on. This number is usually really big,
Checktimer(variable) - when you store the starttimer value to a variable and put it into the checktimer, this returns the amount of time that has
elapsed.
Thats it

Here is some pseudo code-ish stuff of my code becuase i know of no other way to display code.

Starttimer STO B
Repeat untill the time changes from B
End
"this is to ensure that i start calibration at the start of the second and not in the middle"
Repeat untill 3 seconds have passed
A+1 STO A
end
A/2 STO A
"that was calibration ^"
pause
starttimer STO B
repeat untill the time changes from B
C+1 STO C
end
"this records the time it takes before the first second is hit, to make up for starting timer with fraction a second gone by in timer"
repeat ans
getkey
end
checktimer(B ) - 1 STO S
repeat untill time changes from S
D+1 STO D
end
A-D STO D
"this is to check how many fractions of a second passed after the last full second"

From here i add D and C and divide that by A and then add that to S and get the total number of seconds. The Reason the program doesnt work for fractions of a second is because the timer on the calc is always going so when i press endter after the pause, it checks to see how much time goes by before the first second change. if the person tries to stop the time here it wont react, if i input some getkey stopping in here then the speed in the calibration and the timing loops will differ, if i add getkey to both then i have to add it to the third iteration counter and make each iteration slower making the prog more imprecise.

So, can anyone help? I hope i didnt confuse you ... I hope i didnt miss something obvious. Also if anyone knows of a way to Start the timer so that i will not have to deal with fractions of a second except at the termination of the program... that would do.

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