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Topics - pimathbrainiac

Pages: 1 ... 5 6 [7] 8
91
Humour and Jokes / Band/Music Jokes/Stereotypes
« on: February 28, 2013, 02:47:19 pm »
Well, I had this idea because I know that we have several people who play instruments on the forum (and quite a few who write music, too) and I thought: why not?

Make joke/puns about band/music based on real life/stereotypes/anything and post it here! You may comment about other jokes as a post.



There will be a few ground rules:

No profane jokes (unless they are made about a  piccolo)

No "better than" jokes (looking at trumpet players here)

No ghostly jokes (unless made about a theremin)

No "perfection" jokes (looking at percussionists here)

No vulgar jokes (looking at low brass and saxophones here)

No inter"net" jokes (looking at clarinet players here)

No duck jokes (looking at bassoon/double reed players here)

No "I fart in your general direction" jokes (looking at french horn players here)

92
Axe / really big files and how to use them
« on: February 25, 2013, 12:26:17 pm »
So... I got an appvar read from the archive (using files) in my VVVVVV port! The appvar is a 768 byte list and uses the following code:

Code: [Select]
!If (GetCalc("vVVVSAV",Y0)->V)
Output(0,0,"CREATING SAVE")
Pause 1000
GetCalc("vVVVSAV",768)
GetCalc("vVVVSAV",Y0)->V
2->{L+3}->{L+7}
0->{L+0}->{L+1}->{L+2}->{L+8}->{L+9}->{L+18}->{L+19}
8->{L+5}->{L+14}
48->{L+6}->{L+15}
0->{L+10}->{L+12}
0->{L+11}->{L+13}
Copy(L,V,768)
End
Copy(V,L,768)
{L+0}->A
{L+1}->B
{L+2}->C
{L+3}->D
{L+5}->F
{L+6}->G
{L+7}->H
{L+8}->I
{L+9}->J
{L+10}->K
{L+11}->L
{L+12}->M
{L+13}->N
{L+18}->S
{L+19}->T
{L+14}->X
{L+15}->Y

It works completely and totally!

My problem: I have a 9600 byte appvar (made by another program I made) for the maps. It works in the normal way (without files)

Code: [Select]
GetCalc("vPIMAP")->U

But when I use it with files:

Code: [Select]
GetCalc("vPIMAP",Y1)->U

It goofs up the graphics routine and everything that calls that appvar.

Any help?

93
Axe / Lists and appvars
« on: February 22, 2013, 12:08:52 pm »
How do you store an entire list in AXE as an appvar?

not {L1} but the entire L1

94
Axe / Tilemaps with different types of collisions?
« on: February 21, 2013, 02:23:30 pm »
I'm porting VVVVVV to the calculator: http://ourl.ca/18384

I don't know how to get spikes to work, though. (instant death)

How do you make the type of tilemap shown in the screenie have collisions based on what type of block you hit?

Attached is the source

95
TI Z80 / VVVVVV
« on: February 21, 2013, 01:21:09 pm »
It's been a year and 3 days since I started this project. I'd like to comment on how far this has come.
I remember thinking about a game idea one day in class. I had my calculator out, even though I was in health class. I was thinking: "simple." I knew at that point that every other project I had started or had thought up but had yet to start was not going to make it for being too complex. I thought of this one game demo I played once. A game titled "VVVVVV." A game that seemed like I could get an engine done in a week (the n00b in me talking at that point) and I could say that I completed a project (I came close with the chess game that brought me here.)

I was allowed to use a laptop in school at that time and said laptop had linking software (I think TiLP), so I made a little screeine and showed the world what I had decided to do. Here was the first screenie:


It was a slow, inefficient engine made entirely on-calc. At the time, I thought it was the greatest thing I had ever done. Little did I know that it would eventually be just that.

Here it is now: A game with experimental custom maps, a difficulty that nearly matches the original, and a much better engine.


And there's more to come. Bugs are almost out of custom maps, I am re-working the engine to make it faster, and the main map is about 10-15% done. There will also be (not until a few more releases) a new game mode for the totally insane.

At this point, I'd like to acknowledge some people:
Keoni29: For spriting out these amazing sprites.
Matref: For the level editor. I don't know how I could live (or have supported custom maps) without it.
Hayleia: For the optimizations/Helping me realize I need to restructure my code.
And everyone else whose support has made this possible.

To another year of progress and gravity flipping!

Spoiler For original post:
I'm deciding to port VVVVVV to the TI-84! (The Portal clone is currently on standstill, but it SHOULD be back in progress soon!)

For those who don't know what VVVVVV is, check this out: http://thelettervsixtim.es

Screenie for the basic engine:





Going to clear some stuff up for those who will be wondering:

Will this be a full clone?

No, this will be a port in which most levels will NOT be the same as the actual game.

Just need to finish the engine (probably a week), then I will need level designers.

* pimathbrainiac pokes everyone who is skilled in AXE spriting

Tilemaps will be 12*8 with 8*8 tiles

LATEST DEMO: http://www.omnimaga.org/ti-z80-calculator-projects/vvvvvv/msg383755/#msg383755

LATEST SCREENIE: http://www.omnimaga.org/ti-z80-calculator-projects/vvvvvv/msg383755/#msg383755

96
Miscellaneous / Super Bowl Commercials
« on: February 03, 2013, 07:21:27 pm »
This is the ONLY reason why most Americans watch the Super Bowl, right, guys?  ;D

Well, if you watched the Super Bowl, I'd like to know what your favorite commercial(s) was/were!

Sooooo... LIST 'EM!

97
TI Z80 / My Challenge For The Year
« on: January 22, 2013, 03:33:55 pm »
I have several projects in the making this year, but I had an idea that could be revolutionary.

A true 3D Portal/FPS (not yet decided) game for the TI-84 using TheMachine02's GLIB library found at http://ourl.ca/17189/333610

The engine's a bit buggy right now, but it should get better (I think)
* pimathbrainiac pokes TheMachine02

Done so far: Gravity, some physics, part of the UI (just the crosshairs)

Needs to be done: textures, animations, and level building

If Portal: portaling (going through portals), physics, shooting portals

If FPS: mobs and AI

Screenies soon!

98
Math and Science / Calculus with Velocities and other stuff
« on: January 20, 2013, 03:58:59 pm »
So I have a system of equations:

Variables:

V(x) - x velocity
V(y) - y velocity
C(x) - x constant
C(y) - y constant
t - time
g - gravity constant
dx, dy, dt, dV(x), dV(y), etc. - you can guess what these are

Problem:

dV(x) = C(x)*V(x)^(2)*dt
dV(y) = (C(y)*V(x)^(2)+g)*dt
dt = dy/V(y) = dx/V(x)

solve for V(x) and V(y) in terms of x and y

What I've done so far:

dV(x) = C(x)*(dx^2/dt^2)*dt
dV(x) = C(x)*V(x)*dx
Vx^(-1)*dV(x) = C(x)*dx
Integrate both sides (c is assumed to be 0 here) to get
ln(abs(V(x))) = x*C(x)
e^(x*C(x)) = abs(V(x))

good so far, right?

I sub in e^(x*C(x)) for V(x) in the next equation

dV(y) = (C(y)*e^(2*x*C(x))+g)*dt
dV(y) = (C(y)*e^(2*x*C(x))+g)*(dy/V(y))
V(y)*dV(y) = (C(y)*e^(2*x*C(x))+g)*dy

Now I'm stuck because I don't know how to integrate this equation

Help, please!

99
Humour and Jokes / If there were Jeopardy in Botswana
« on: January 19, 2013, 10:36:21 pm »
Here are the rules: similar to "If There Was Tech Support in Botswana," but in a Jeopardy fashion!

Post a question to the previous answer then post an answer for the next question

Edit: changed "I" to "If" in the topic title

I'll start:

Because the cable was loose!

100
Humour and Jokes / Minute Physics and the Moon
« on: January 17, 2013, 10:04:30 am »
I saw this Minute Physics and I laughed: There IS poop on the moon!

www.youtube.com/watch?v=dQw4w9WgXcQ

101
Miscellaneous / FIRST Robotics Java Equations and Programming
« on: January 11, 2013, 01:14:03 pm »
For those in FRC, the challenge is complicated: Throw Frisbees accurately into goals.

I found this page that helps a ton with the physics and has an included Java program: http://web.mit.edu/womens-ult/www/smite/frisbee_physics.pdf

Good stuff to know.

I made a few modifications to the program to take input

This is the class with the main method:

Code: [Select]
package frisbee;

import java.util.Scanner;

public class FrisbeeCalc
{
public static Scanner sc = new Scanner(System.in);
public static Frisbee frisbee = new Frisbee();

public static double y0;
public static double vx0;
public static double vy0;
public static double alpha;
public static double deltaT;

@SuppressWarnings("static-access")
public static void main(String[] args)
{
System.out.print("initial y: ");
y0 = sc.nextDouble();
System.out.print("initial x velocity: ");
vx0 = sc.nextDouble();
System.out.print("initial y velocity: ");
vy0 = sc.nextDouble();
System.out.print("angle: ");
alpha = sc.nextDouble();
System.out.print("delta T: ");
deltaT = sc.nextDouble();

frisbee.simulate(y0, vx0, vy0, alpha, deltaT);
}
}

This is the Frisbee class:

Code: [Select]
package frisbee;

import java.lang.Math;
/**
* The class Frisbee contains the method simulate which uses Euler’s
* method to calculate the position and the velocity of a frisbee in
* two dimensions.
*
* @author Vance Morrison
* @version March 4, 2005
*/
public class Frisbee
{
    private static double x;
    //The x position of the frisbee.
    private static double y;
    //The y position of the frisbee.
    private static double vx;
    //The x velocity of the frisbee.
    private static double vy;
    //The y velocity of the frisbee.
    private static final double g = -9.81;
    //The acceleration of gravity (m/s^2).
    private static final double m = 0.175;
    //The mass of a standard frisbee in kilograms.
    private static final double RHO = 1.23;
    //The density of air in kg/m^3.
    private static final double AREA = 0.0568;
    //The area of a standard frisbee.
    private static final double CL0 = 0.1;
    //The lift coefficient at alpha = 0.
    private static final double CLA = 1.4;
    //The lift coefficient dependent on alpha.
    private static final double CD0 = 0.08;
    //The drag coefficent at alpha = 0.
    private static final double CDA = 2.72;
    //The drag coefficient dependent on alpha.
    private static final double ALPHA0 = -4;
    /**
    * A method that uses Euler’s method to simulate the flight of a frisbee in
    * two dimensions, distance and height (x and y, respectively).
    *
    */
    public static void simulate(double y0, double vx0, double vy0, double alpha, double deltaT)
    {
        //Calculation of the lift coefficient using the relationship given
        //by S. A. Hummel.
        double cl = CL0 + CLA*alpha*Math.PI/180;
        //Calculation of the drag coefficient (for Prantl’s relationship)
        //using the relationship given by S. A. Hummel.
        double cd = CD0 + CDA*Math.pow((alpha-ALPHA0)*Math.PI/180,2);
        //Initial position x = 0.
        x = 0;
        //Initial position y = y0.
        y = y0;
        //Initial x velocity vx = vx0.
        vx = vx0;
        //Initial y velocity vy = vy0.
        vy = vy0;
        //A loop index to monitor the simulation steps.
        int k = 0;
        //A while loop that performs iterations until the y position
        //reaches zero (i.e. the frisbee hits the ground).
        while(y>0)
        {
            //The change in velocity in the y direction obtained setting the
            //net force equal to the sum of the gravitational force and the
            //lift force and solving for delta v.
            double deltavy = (RHO*Math.pow(vx,2)*AREA*cl/2/m+g)*deltaT;
            //The change in velocity in the x direction, obtained by
            //solving the force equation for delta v. (The only force
            //present is the drag force).
            double deltavx = -RHO*Math.pow(vx,2)*AREA*cd*deltaT;
            //The new positions and velocities are calculated using
            //simple introductory mechanics.
            vx = vx + deltavx;
            vy = vy + deltavy;
            x = x + vx*deltaT;
            y = y + vy*deltaT;
            //Only the output from every tenth iteration will be sent
            //to the spreadsheet so as to decrease the number of data points.
            if(k%10 == 0)
            {
                System.out.println(x + ", " + y + ", " + vx);
            }
            k++;
        }
    }
}

Now, here's the thing: It is a positional equation that takes input velocities, initial y distance, angle, and deltaT (how often the position is calculated)

In the robot design, the angle and initial y distance are constant, and the y distance at the goal is constant. The IV: X distance to goal. The DV: x and y velocities.

I want to make the program so that you input the x distance, and it outputs the velocities necessary.

I'm very rusty on parametric equations, and I need some help in rearranging the equations for the program... Please help if you can.

102
TI Z80 / gCn + AXE = MOBA
« on: January 09, 2013, 08:56:19 am »
In thought-process stages right now, but I have an idea for an AXE MOBA that uses gCn.

MOBAs are games such as League of Legends or DotA/DOTA 2

I am beginning an engine for the game now, and will need help (server, beta testers) in the future

So far, in terms of coding, I'm spriting and developing the engine

I recently posted this on Cemetech, and I will need programming minions to help me on this one, so I posted here!

I'm using the AXE gCn axiom located at: http://www.cemetech.net/programs/index.php?mode=file&path=/83plus/asm/shells/modules/CALCNet%20Axiom%20Beta%200.0.4.zip

Questions, helping hands, concerns? Comment below!

Edit: I am halting AXECHESS for now in order to focus on this.

103
Math and Science / Physics Theory - Any Suggestions?
« on: December 29, 2012, 08:59:11 pm »
I came up with a physics theory... like... one dealing with the entire universe (non quantum, though)

I need to do a little math, but the basic concept is done

How do I get this theory out in a way that it has a chance of survival and in a way that no one steals it?

104
Axe / AXE Tilemaping - Please help!
« on: December 18, 2012, 02:34:52 pm »


Well, I have the basics down: here's my code (copied from graph link, so there are still weird chars):

Code: [Select]
.TILEMAP

ExprOn

[020202020202020202020202]üGDB1
[020000000000000000000002]
[020000000000000000000002]
[020000000000000000000002]
[020000000000000000000002]
[020000000000000000000002]
[020000000000000000000002]
[020202020202020202020202]

[7E7E427EFF7E7E42]üPic1
[FFFFFFFFFFFFFFFF]
[55AA55AA55AA55AA]

0ü{L+0}
0ü{L+1}

Repeat (getKey(15))
sub(Á)

If (0)
Lbl Á

If ((getKey(1)) and (pxl-Test(48,40)õ=0))
{L+1}-1ü{L+1}
Pause 250
End

If ((getKey(4)) and (pxl-Test(48,31)õ=0))
{L+1}+1ü{L+1}
Pause 250
End

If ((getKey(2)) and (pxl-Test(47,32)õ=0))
{L+0)+1ü{L+0}
Pause 250
End

If ((getKey(3)) and (pxl-Test(56,32)õ=0))
{L+0}-1ü{L+0}
Pause 250
End

Return
End

ClrDraw
ClrDrawõ
For(X,0,11)
For(Y,0,7)
If {(Y*12)+X+GDB1}
Pt-On((X*8)+({L+0}*8),(Y*8)+({L+1}*8),({(Y*12)+X+GDB1}*8)+Pic1)
Pt-On((X*8)+({L+0}*8),(Y*8)+({L+1}*8),8+Pic1)õ
End
End
End
Pt-On(48,32,Pic1)
DispGraphClrDraw
End

My problem (the tutorials aren't really helping):

How do I do this type of tilemap WITHOUT rendering the ENTIRE map every step taken?

Example (hypothetical): I have a 96x144 tilemap and want to only render the 8x12 in the tilemap that should be visible.

105
Axe / AXE Linking
« on: December 14, 2012, 01:03:17 pm »
I'm making a new (and better) pong game for the TI-84 in AXE.

I have everything done but linking.

My problem: I need to know how to link in such a way that the calcs are constantly in sync

The vars:
Y - P1 Y coordinate
_theta_ - P2 y coordinate
A - Ball X coodinate
B - Ball Y coordinate

Thanks in advance if you can help!

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