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Messages - shmibs
Pages: 1 ... 57 58 [59] 60 61 ... 126
871
« on: October 16, 2011, 05:33:19 am »
i was mucking about in the gimp and made a shiny version of the omni logo. i'm curious to see what variations other people can make, as it seems like something we really don't have much of in comparison to other things.
872
« on: October 12, 2011, 09:35:09 pm »
ok, i can cross of that option then, i guess. i was just trying to think of any possible alternative solutions to a problem i've been running into, and i figured i'd ask if anything had changed, since i'm a little behind on the new axe syntax. thanks =)
873
« on: October 12, 2011, 08:40:13 pm »
oh okay. i must have just had consistent result, then. i was getting things like trollip, lothario, and seamy.
874
« on: October 12, 2011, 08:27:20 pm »
is there any fast way to draw a specified 96*64 window directly from a larger buffer (say 104*72)?
what i mean is just using an x and y offset to determine which position to start and drawing from
875
« on: October 12, 2011, 08:20:53 pm »
blech, as much as i hate to say it (and i've been denying it for a while now) the current code is just too much of a jumbled mess to continue working on. i was learning how to write half of the things in it as i went, and they are all barely patched together, with the slightest change breaking everything. the latest version of the source is below for anyone who wants it. meanwhile, i'm going to be going back and work on perfecting each aspect of the game (which means, primarily, a highly optimised smooth-scrolling tilemapper, a system for dealing with variable numbers of bullets and enemies, and a more compressed method for drawing all the animated sprites). don't expect prompt updates or anything; i get sidetracked from time to time (well, most times) and have difficulty actually finishing any one thing, so it will be miraculous if this is ever completed. i'm not ready to toss it out just yet, though  EDIT: because i forgot to actually add the source
876
« on: October 12, 2011, 07:48:01 pm »
do want =)
this is fantastic
877
« on: October 12, 2011, 07:13:12 pm »
hmm, it says i have ~34,100 to be fair, i had both latin and greek classes in highschool, and a lot of the words can be figured out as you go from those (things like oneiromancer [although i knew that one already from Neil Gaiman's Sandman  ] and uxorcide). EDIT: i thought it was just my version, but i went back through and saw that it's the same words every time, so... did anyone else think the number of words with sexual connotations was a bit odd?
878
« on: October 12, 2011, 07:37:10 am »
hmm, that's odd... when i tried compiling with the latest pre-built version from wabbitcode it initially made wabbit spazz out, but when i stuck spasm in my /bin it worked fine.
879
« on: October 12, 2011, 01:57:16 am »
wouldn't it be possible to create the program, then use something to copy it over to an appvar and then, during runtime, create a new one full of 0's and copy it over? it seems a bit impractical, but i guess it prevents the user from accidentally running just the subroutine program...
880
« on: October 11, 2011, 06:20:37 pm »
self modifying code is code that writes back over parts of itself during execution so that, when those parts are executed later on, they will do different things, or, when that data is accessed later (such as a high score) it will hold a different result. if you are running a program with asm() then it will always be a permanent change, so if someone wants a clean copy it will need to be obtained elsewhere. if you are running under mirage, the code is copied to a temp program during runtime, but i believe writeback is automatic, so the end result is a permanent change as well, although there will be more garbage collects involved. i'm also fairly certain that doors makes writeback optional, so the self modifying could be used as temporary storage should you run out of free RAM that won't necessarily be copied back later.
i don't know much about exactly how it's used because i've never had to myself, but in axe i believe one easy way to go about it is to use Zeroes() [which was changed to a new name in the latest release, but i don't remember that either] to tack empty bytes onto the end of your code and then write directly to those.
other people will probably be more helpful.
881
« on: October 11, 2011, 03:47:46 pm »
i decided to make a few as well, just because:
882
« on: October 08, 2011, 08:55:28 pm »
^it's US only at the moment, he said
anyways, if i were to use something like this, one thing i'd love would be an option to search for the place selected via one or more user defined services.
as for comments, what i see in the video looks rather attractive =D
883
« on: October 07, 2011, 05:23:13 pm »
that sounds like it will work perfectly. i set up a situation exactly like that one a week ago for a friend of mine, and haven't run into any issues yet.
884
« on: September 29, 2011, 07:36:42 pm »
as far as i can tell, mods cannot move entire subforums. i think this should be moved to discontinued projects, though.
885
« on: September 28, 2011, 02:02:33 am »
i am a fan of the spam forum/hidden forum split, as it's already being used for both those purposes. however, 250 posts seems like a high amount to use. i don't see why it should change from the current 100, which seems to have worked just fine until now.
another concern i have is all the past threads which were posted in spam in order to prevent them from becoming public, but would suddenly become readily available. moving all of those to the new, hidden forum would be quite an ordeal.
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