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Topics - meishe91

Pages: 1 2 3 [4] 5
46
General Calculator Help / WabbitEmu Skin?
« on: April 27, 2010, 11:44:22 pm »
So I've had WabbitEmu for a bit now but never could figure out how to put a calculator skin on it. At first I didn't think it was possible and that you had to use the keyboard shortcuts but then I saw one of SirCmpwn's videos for his TI Developer program and saw it was possible. Would anyone be able to help here?

47
Miscellaneous / Awesome Rick Roll Idea
« on: April 25, 2010, 01:55:22 am »
So as I posted last week I mentioned that I am doing sound for my school's Spring play production. It happens to be Steel Magnolias for those who know it. Anywho, at the end of the play one of the girls hits the radio on her way out and the theme song from Hawaii 5-0 is supposed to start playing (because a girl in earlier in the show dies and its her theme song). My idea was that on closing night instead of playing Hawaii 5-0's theme I played Never Gonna Give You Up. What do you guys think of that? :P

48
TI-BASIC / Fast Image Copy-Paste Routine
« on: April 12, 2010, 04:09:56 pm »
So I recently made a copy and pasting program, some of you may know that already, but Builderboy gave me a idea about a different way of doing it that just has more restrictions. So since it is a pretty simple routine I came up with I thought I would share it here for anyone interested.

Note:
Really the only drawback with this method is that if you need to move the image somewhere where it would overlap the original position it will not work properly (sometimes it will, depending on the image; I may give an example of both).


Ok, the code for it:

Code: [Select]
For(A,Y',Y") //Y' is the starting Y coordinate and Y" is the ending.
For(B,X',X") //Same deal. X' is starting X coordinate and X" is the ending coordinate.
If pxl-Test(A,B
pxl-On(A±C,B±D //C and D are used to shift the image into the spot you want. Say the image is at (32,36) and
pxl-Off(A,B    //you want it at (0,0). C would equal -32 and D would be -36.
End
End

I hope this makes sense and is helpful to someone. I'll go over it later and try to show an example of when a pic can overlap coordinates, if I can manage it. Enjoy.

Edit:
I made it so that restriction is no longer applicable.

49
General Calculator Help / Debugging on the Calculator
« on: April 11, 2010, 01:04:10 am »
So I've been seeing the term "debug" or "debugging" be tossed around here and there and was curious what is meant by it exactlly. I also saw Ztrumpet say that he uses Rcl to help debug too. Can anyone explain this?

50
Gaming Discussion / League of Legends Players?
« on: April 10, 2010, 05:51:29 pm »
Hello everyone,

So I just started playing League of Legends (LoL)recently and was curious if anyone else plays it?

If you do not know what this is, it is basically and enhanced version of Defense of the Ancients (DotA). (It is enhanced graphically and some game play things are changed (like store use). The overall concept is the same though, try to defeat your enenmies base. Heroes are also completely different.) DotA is a mod (or what ever you would call it) for WarCraft III: Frozen Throne.

Again, just curious if anyone else plays it or anything :)

51
Math and Science / Trigonometry Resource
« on: April 10, 2010, 04:21:33 pm »
Hello all,

So recently there have been a few trigonometry related postings (with Builderboy's tutorial and miotatsu asking for help) here and I thought I would scan and post a resource that my Calculus teacher gave us this year. It has all the trigonometry identities (that I'm aware of, could be more) and other stuff that might help some people (especially those that might have trouble with math or haven't done it in a long time).

I hope you guys enjoy this and get some use out of it!

P.S. I would have resized them but I figured I would leave them bigger so you can see everything more clearly.

Edit: I did not realize that it would show the images and make it that big of a post. Anyway to change that?

52
TI Z80 / Copy-and-Paste
« on: April 08, 2010, 09:44:32 pm »
Hello fellow Omnimaganites,

For the past four or five days I have been working on a picture copy and paste program that will let you move a section of a picture somewhere else on the screen and save it into Pic1 (it also pulls the image from that file). It can help you moves sprites around or anything else you need it for. Very easy to use.

How To Use:
1. Have the image to be moved in either Pic1 or on the graph screen. (Make sure axes are off, unless needed for the picture.)
2. Execute the program.
3. a. Hit any button to continue if file is in Pic1 already.
    b. Hit [2ND] if it is just on the graph screen. It will store it to Pic1 for you.
4. Scroll over to the top left corner of your image to be moved
Code: [Select]
The image:
__________
_███__███_
_█_█__█_█_
_█_████_█_
_█______█_
_█_████_█_
_█_█__█_█_
_███__███_
__________

Where your cursor should be:
░_________
_███__███_
_█_█__█_█_
_█_████_█_
_█______█_
_█_████_█_
_█_█__█_█_
_███__███_
__________
5. Push [2ND].
6. Draw the box around your image.
Code: [Select]
Correct box:
░░░░░░░░░░
░███__███░
░█_█__█_█░
░█_████_█░
░█______█░
░█_████_█░
░█_█__█_█░
░███__███░
░░░░░░░░░░

Incorrect box:
__________
_░░░░░░░░_
_░_█__█_░_
_░_████_░_
_░______░_
_░_████_░_
_░_█__█_░_
_░░░░░░░░_
__________
7. Press [2ND].
8. Move box to where it should be placed.
9. Press [2ND].
10. You're done. It is now stored into Pic1.

Controls:
►, ◄, ▲, ▼ - Move around the screen.
[2ND] - Stores graph screen to Pic1 at programs start. Advances the program when using.
[ALPHA] - Toggles between moving one or five pixels at a time.

Side Note:
-If you would like to change the picture numbers you may. Note though that the first two must remain the same but the last one you can change.
Code: [Select]
PROGRAM:CP
...code...
StorePic 1 //Can change to what ever picture number you want to. (Not extended ones.)
...code...
RecallPic 1 //Must be the same as the previous StorePic #.
...code...
RecallPic 1 //Same deal here. Must be the same as the StorePic #.
...code...
StorePic 1 //This one you can change to which ever number you want. (Not extended ones.)

Special Thanks:
Builderboy - For going over the code looking for optimizations.

Thanks for reading this far, if you did :P, and I hope someone gets use out of this program. I do plan to work on it more at some point and make it more functional (such as a way to not delete the rest of the image or something). Builderboy also gave me the idea of a different way that would be faster for redrawing but there are some restrictions to that method, so we shall see. Again, I hope you guys enjoy this and find it useful :)

53
TI-BASIC / For( Loop Issues
« on: April 07, 2010, 07:46:27 pm »
Ok, so I'm creating a program and everything is working fine but then I get to two consecutive For( and for some reason it is either executing them incredibly fast with false information or is skipping right over them. It is something inside that code because when I isolated that code into another program to test it it does the same thing. Hopefully someone can help me here.

Here is the code in question:

Code: [Select]
For(E,-B+1,-B+D-1
For(F,A+1,A+C-1
Str1+sub("10",1+pxl-Test(E,F),1→Str1
End
End

For testing I was just using:
A=44
B=-27
C=7
D=-7
_→Str1


Also, I just ran a little test thing and it appears that it is the second For( loop that isn't going. Does the variable "F" have issues with the For( command?

Thanks, everyone.

54
Miscellaneous / Programming Tutorials, Help, Etc.
« on: April 05, 2010, 08:22:27 pm »
The point of this thread is to be a collaboration of tutorials, guides, and all other like things, from around the web, to help prevent the hassle of going through webpage after webpage looking for quality references, or in Omnimaga’s case, a lot of different threads, sub-forums, and posts.

This is where you guys come into play. I want you guys to provide links to websites that you know are good sites, have good reference material, have good tutorials, and basically just anything that is helpful to people. The range of topics is not limited in the least. If you find something you think we would all find beneficial then post it.

Thanks you to anyone who contributes to this thread. Your contributions are greatly appreciated.



Omnimaga:
TI-83P/84P BE/SE:
TI-BASIC (Pure/Hybrid):
{AP}'s Celtic III Scrolling Backround Tutorial (Celtic III knowledge required)
{AP}'s Spriting with Hex Tutorial
Meishe91's Collision Detection Code Breakdown
Meishe91's Jump Code Breakdown
Meishe91's Movement Code Breakdown
Ztrumpet's Vertical Text Sprite Tutorial

Z80 Assembly:
Deep Thought's Floating Point Tutorial
Hot_Dog's Z80 for the Absolute Beginner Lessons (TI-BASIC, or at least some general programming, knowledge is recommended but not necessary)

-1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, Appendix A, Appendix C, Appendix D (all links are to the actual PDF download)
Axe: (code examples span accross all the Axe versions)
Builderboy's Flame Graphic Tutorial
Builderboy's Physics Lessons

-Gravity (TI-BASIC Code), Trigonometry (TI-BASIC Code), Cellular Automata, Virtual Pixel Testing
Deep Thought's Arrays in Axe Tutorial (Enemy/Bullet Code)
Deep Thought's How to Make a Shoot'em Up Game
Deep Thought's Pointer Breakdown
FinaleTI's External Variable Tutorial
Hot_Dog, Nemo, and Runer112's Tutorial for Bit Manipulation
Kindermoumoute and Willrandship's 8 Level Grayscale Tutorial
Kindermoumoute's Axe Tutorial (French)
Nemo's ** Command Tutorial
Runer112's Huffman Compression Tutorial
Scout's Axe Grayscale Tutorial
Scout's Fix Command Tutorial
Shmibs Pseudo-Huffman Compression Tutorial
SirCmpwn's Axe Tilemap Tutorial
Squidgetx's Grayscale Tutorial
Squidgetx's Slope Physics Tutorial

-Part 1, Part 2
Squidgetx's VAT Tutorial
Yunhua98's Tilemapping Tutorial

TI-Nspire:
Jhgenius01's Tutorial for Making a Moving Screenshot
Apcalc's Setting Up a C Development Environment for the TI-Nspire Tutorial
General Concepts/Ideas/Other
Deep Thought's Help Thread for Crashed Calculators
Eeem's Platformer Program Workflow Tutorial (code examples are in Axe)
Omnimaga's Rules for Making Platformers
Qwerty.55's Game/Program Design Tutorial
Raylin's Rules for Making RPGs
SirCmpwn's Tutorial for Starting to Write an Operating System

Calculator:
TI-BASIC Developer's Introduction to TI-BASIC (Not Fully Complete)



If there are any Omnimaga produced tutorials I have left out that you know of please either direct me to it or tell me where it is or something. I would greatly appreciate it. It deserves to be here.

One last note. If ANY links are broken or something please just send me a PM informing me which one it is. I would like to keep this as up-to-date as possible. Thanks, and thanks again everyone for contributions.

55
TI Z80 / Digimon Virtual Pet Idea
« on: April 03, 2010, 09:29:26 pm »
So I was over on TIBD and was looking at their top rated games box thing on their front page and checked out Bunny Gotchi v1.7 and it made me think of the old Digimon Virtual Pet things (and I mean the original one: little square, cracked brick looking, three bottoned one that had like 16 digi's total) and got me thinking that it'd be pretty cool to port that to TI. I was just curious if anyone else had thought of this, especially now that Axe is out there. I think it'd be pretty freaking sweet and I've thought of way to pull it off in multiple ways. I'm no where near good enough to tackle this yet (but definitely will consider this when I become better or even just start planning this out now) so I figured I would post and see if anyone might want to do it (maybe I could help? Who knows :P). Thoughts?

56
TI Z80 / Dual-Layer Helper - Revamped
« on: March 28, 2010, 10:02:20 pm »
Ok, so I believe it was last month when somehow some of us got talking about Dual-Layers (I don't know when or where...I could probably find it though if someone wants it. Or DJ might just find the link since he tends to be helpful like that ;D). During this, though, DJ had revealed Builderboy's Java application that helps find them and Trevmeister66 said he had one in TI-BASIC and made it downloadable. (I'm fairly sure that's how it all went down :P) Both of which are in the downloads here (Trevmeister66's) and here (Builderboy's). This however gave me the thought to try to just create one in TI-BASIC, from scratch, so I did. The reason I'm uploading it here is because it ended up being smaller than Trevmeister66's is all. Well, technically no. I made two copies, one with Trevmeister66's characters that he included (that is the smaller one) and then the bigger one contains all 208 characters in it. Hopefully someone still finds this useful.

If someone wants a screenshot I can make one.

DTA - All 208 characters. 559 bytes without name.
DTT - Trevmeister66's original 145 characters. 482 bytes without name.

57
Miscellaneous / Umm...what is the game of life?
« on: March 28, 2010, 05:00:27 am »
Random question (and feel free to move to Randomness if it should be there (sorry if it should be, I'm horribly at where to put some of these things :P)) but what is the Game of Life program included in the Axe downloads? I don't see what it does or anything really or the point...someone explain this please? :P

58
TI-BASIC / Glitches with the "Y" variable?
« on: March 26, 2010, 09:18:59 pm »
So I'm trying to make a change to one of my convertion programs. I used "Y" to store the value of the y-axis starting point but when I enter it into a For( loop it for some reason resets to zero...I have no idea why this is happening. I can post the code if need be. (By the way, I changed "Y" to "C" and it seemed to work fine...so it is "Y")

59
TI Z80 / Map Converter
« on: March 20, 2010, 12:15:57 am »
Hello Omnimaga Community,

I have spent the past couple of weeks working on six seperate programs that will make converting maps easy/easier than before (hopefully). This program gives you the options for both going to a string and going from a string:
To String:
-String►Matrix
-String►List
-String►Pic
From String:
-Matrix►String
-List►String
-Pic►String
With just a couple runs of the program you can easily convert from one data type to another.

What I have done is tried to make this as user friendly as possible. Though currently it will only do two character maps (meaning you can only have to types of characters on the map (usually a wall and a walking area)). Hopefully I can figure out a good way to include more but ya, until then it is only two. I also hope to add a feature that allows you to choose the numbers for your list/matrix (currently walls are represented as "0" and spaces as "1").

I hope someone finds this useful in it's current state.

For use:
W - Width of the map.
H - Height of the map.
Spaces: - What your floor/walkable character is.
Choose a Wall: - Choose what you want your wall character to be (a.k.a. the character you wouldn't be able to move through in the game).

60
Other Calculators / Dual Layer Usage
« on: March 18, 2010, 07:30:09 pm »
So does anyone have any good game suggestions that uses Dual Layers for maps or anything? I'm just a little curious to see these in action.

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