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Messages - meishe91

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16
General Calculator Help / Re: Random Space Filling
« on: October 19, 2011, 10:30:18 pm »
I actually just thought about doing that.

Edit:
Thanks guys. I ended up just generating an array with all the points in it and then shuffled those points around and then displayed it. It seems to work pretty well :) Thanks for everyone who helped.

17
General Calculator Help / Re: Random Space Filling
« on: October 19, 2011, 10:25:17 pm »
Either, but preferably TI-BASIC since I know it a lot better. Even just a general algorithm without any code would suffice. Eventually I have to port it to C++ but since we don't really have a general programming help section I thought this would be a good place since I can just port it later on my own.

18
General Calculator Help / Re: Random Space Filling
« on: October 19, 2011, 10:08:39 pm »
Thanks. But any chance that could be translated into more layman's terms? I don't know much Assembly so I'm getting lost in the ANDing and rotating and such things. Thanks though :)

19
General Calculator Help / Random Space Filling
« on: October 19, 2011, 08:51:08 pm »
Does anyone have a good algorithm for filling in a box randomly with pixels until it is completely filled? I couldn't think of a good way of doing this. The only way I can think of doing it is by randomly generating an X- and Y-coordinate, checking if it's on, and if it isn't then turn it on. The only issue with this is that the bigger the box gets and the more pixels you fill the longer it can take to find a pixel that is turned off. The point of it is to seem random but it doesn't have to be necessarily. Any help would be greatly appreciated :)

Note:
I tried searching on Google but couldn't think of good keywords to find something like this. All I kept coming up with is space filling algorithms for like filling shapes into.

Edit:
The purpose for this is to materialize a title from nothing into the final results fast but supposedly random.

20
Pokémon Purple / Re: [PP] Progress '11
« on: October 19, 2011, 12:43:47 pm »
Ah, ya. That is some tricky coding Goose came up with :P I think I understand it for the most part but I haven't gone over it all to fully understand it. (Stopped when I got to the U+.1V part.)

Ya, until this week I had completely forgotten about the Pt-Off() command working the same as Pt-On(). Which makes something I'm working on much easier :P

Well good luck on the stuff you're working on now ;D

21
Pokémon Purple / Re: [PP] Progress '11
« on: October 16, 2011, 11:29:31 pm »
That's pretty sick, man. Is that the square character that is used to create the spiraling and then Line() to unspiral?

22
TI Z80 / Re: Midnight
« on: October 16, 2011, 09:25:12 pm »
There's also a tutorial somewhere about it too. I also made a program that will help find combinations for on-calc. Builder made one in Java.

23
TI-BASIC / Re: Jump Code Explanation
« on: October 16, 2011, 01:54:49 am »
Well this is just a example of a concept and shouldn't probably used in an actual program. Since it works in here I'm just gonna keep it but if you wanna change it go for it.

24
TI-BASIC / Re: Jump Code Explanation
« on: October 15, 2011, 02:05:06 pm »
No problem.

25
TI-BASIC / Re: Text sprite finder
« on: October 08, 2011, 10:59:50 am »
true i suppose, although I would have included them, and then allowed people to remove them if they wanted to impose restrictions, as removing or excluding tokens is much easier than adding them in :P

Well it's only really hard to add things if it is a hidden token.

26
TI-BASIC / Re: Text sprite finder
« on: October 07, 2011, 07:12:46 pm »
I thought there was only 1 combination that didn't have a character equivalent?
I think they all have character equivalents, but not every available character equivalent is three pixels wide. That might break display in a program that assumes that width.

You're partly right. Every combination has one but there are two others that are more than three pixels wide. I think that's what he means.

27
TI-BASIC / Re: Text sprite finder
« on: October 07, 2011, 07:04:35 pm »
Ah okay :P Well cool. I need to look at my sprite maker too. I never did add the things I wanted :P

28
News / Re: A New "Wave" of Physics Simulations
« on: October 07, 2011, 06:59:45 pm »
No, it's fine. I don't really understand why people make a big deal about it though...:P

But Frey, this wasn't a necropost. Just FYI.

29
TI-BASIC / Re: Text sprite finder
« on: October 07, 2011, 06:56:50 pm »
Nice. I think there is only one impossible column though, unless you're counting sixth row ones too. I should probably go back and look over my text sprite maker and see if I can change anything. It's over a year old now and in the depth of the projects forum :P

30
TI-BASIC / Re: Homescreen Invaders Bug!!! Matrix rendering system broken
« on: October 06, 2011, 05:06:38 pm »
Ya, I believe it will. I mean it works in my example anyways :P I believe the only way to effect how the For() counts is if you modify the variable it uses. So say you have For(A,1,100):A+1→A:End, I believe it will actually be counting by two instead of by one. (Note: I haven't actually tested that, so I could be wrong. But the principle remains the same.)

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