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Messages - willrandship
Pages: 1 ... 130 131 [132] 133 134 ... 208
1966
« on: March 12, 2011, 04:17:28 pm »
So, am I right that anything using correlation (a font replacer, like Omnicalc's) would fall under hybrid BASIC, or would it be under BASIC?
1967
« on: March 11, 2011, 10:25:24 pm »
Yes, in fact BASIC is very difficult to run in axe. It's basically an asm compiler that uses the TI-BASIC editor, and fairly high level commands. When a program is compiled it's indistingushable from an asm program.
1968
« on: March 11, 2011, 10:22:06 pm »
So, Axe falls under hybrid basic...that's nice! I bet correlation would fall there too. I wish it was a different genre, though. I'm not exactly super creative at such a game style, but who knows?
1969
« on: March 11, 2011, 12:28:30 am »
How about customizing your ship's looks? Also, maybe have a One-hit failure mode, so you have to be perfect.
1970
« on: March 11, 2011, 12:22:19 am »
Umm, you have to buy it for the CX too, but it's back compatible, since it runs through the usb. The CX is actually hooked up very similarly to the nspire with such things.
1971
« on: March 11, 2011, 12:18:58 am »
Yep, but they made it free, along with an app signing key.
1972
« on: March 11, 2011, 12:02:33 am »
USB8X has a vid player. They demonstrated it with a cutscene from the matrix  but it's monochrome
1973
« on: March 11, 2011, 12:01:31 am »
BTW HOMER, don't expect native Axe on anything without a complete rewrite. The infeasibility of getting axe on a V200 is the same as on this. Its code wouldn't be compatible. An 84+ Emu would be easier. Much easier. And faster  I was hoping to get a pandora, but this is cheaper! and it's essentially the same, looks like the same CPU, does it have 3D accelleration? Of course, money is an issue for all us high school kids  me included.
1974
« on: March 10, 2011, 11:41:32 pm »
Mine is being designed for easy modularness, and to be small. so far, though, very little progress  I can move the cursor, but it glitches sometimes.
1975
« on: March 10, 2011, 11:40:11 pm »
The 8000-byte limit in asm-based prgs is a pain, and the only way I've heard so far to get around it is to make an app. However, there are certain things you can't do inside of apps. An easy way to make a program that gets around this would be basic + a hex code to allow Archiving/Unarchiving, but the cool way would be to have your program run inside of another asm program, that copies the code to and from, say, an appvar, as you run it. Example: asm(prgmGAME [Begin Pseudocode] Copy 1-8000 bytes AppvGAME To an asm PRGM Run asm prgm (AsmPrgm throws an interrupt back at line 7999) Copy lines 7999~15999 over 1-8000 repeat until return statement, when it quits This would theoretically allow for 1.5 MB apps outside of Apps, just archived, variable size, read/write, anything you want. Of course, the BASIC one is much easier  but you can't share variables across the prgms unless you copy them to TIOS, which would be slower than just using one asm brick. What do you think?
1976
« on: March 10, 2011, 11:31:17 pm »
Hmm, I should finish my menu lib and put it in. It will support custom sprite-based cursors, and will have inverted titles.
1977
« on: March 09, 2011, 08:53:50 pm »
Yay! now with the web browser I can pretend it has a few games
1978
« on: March 09, 2011, 08:37:31 pm »
ctrl +
Edit: NVM.....
Did you take it out in the cold, while running? or vice versa?
1979
« on: March 09, 2011, 08:21:55 pm »
DJ, I know a family in this area with 15, and 2 with 12 kids, so.....probably. It's not exactly impossible  And don't bring up polygamy  it's not why. just because I live in Utah....
1980
« on: March 09, 2011, 08:18:52 pm »
ah, ok then  both problems solved?
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