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Messages - willrandship

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451
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: February 19, 2013, 06:16:01 pm »
Plus, AI will be insanely difficult, and likely very glitchy. Imagine coding pathfinding X.x

452
Miscellaneous / Re: High level languages are vexing
« on: February 19, 2013, 05:53:08 pm »
I know that C++ came before Java :P I'm just trying to make an analogy.

453
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: February 19, 2013, 06:37:13 am »
Well, this wouldn't be the first thing on the screen in all likelihood. It would probably have at least one or two other logos first, like the omni logo.

You know what it really needs? A fire effect being applied to the torches.

454
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: February 19, 2013, 06:13:49 am »
I don't really like the rising calc part. It feels disjointed. Here's a version I made without those frames.


455
Miscellaneous / Re: High level languages are vexing
« on: February 19, 2013, 06:05:03 am »
As far as Language levels are concerned:

*Axe is as low as you get without BEING assembly. It barely has function support.
*C is one of the lowest level languages you will see on the computer. Most compilers even allow inlined assembly.
*C++ is stupid for this list. It's C with Java attached, and it shows.
*TI-Basic is interpreted. Badly. It also doesn't have enough features for me to give it a decent "Level", as it has no Object oriented anything, no functions, nothing a programmer would WANT in a High Level Language. However, it also abstracts ridiculously from the assembly it takes to run it.

Not that I don't agree with you on your points. The best part: These problems are perfect examples of where that horrible quote "You can't beat the compiler" is completely false. The compiler will NOT optimize anything like this, for the same reason Hayleia pointed out: It can't read your mind. It doesn't know if you want that 9 in Ans or not, so it has to assume the safer answer. An optimization that's not guaranteed to work is a bug, and people don't like bugs.

One idea I had, actually, sort of regarding to that specific type of problem: A program that goes through compiled code and determines where it CAN go. It follows through all branch instructions, tracing every line of code it runs, keeping track of which stored values are read from, and reports the results. This would also be useful for reverse-engineering binaries to identify data structures.

456
TI-Nspire / Re: Calling all Linux Kernel developers!
« on: February 19, 2013, 05:53:18 am »
That time comparison seems a little off, depending on where nLaunch's exploit is. (I haven't used it since I currently don't have an nspire)

If nlaunch starts loading before the RSA validation on the OS file would begin, then you should see a much faster boot time than the standard OS per MB.

457
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: February 19, 2013, 04:18:30 am »
I think attacks should be left alone, aside from maybe damage debuffs for the back row. It's nice to have a no-hassle part to the gameplay. AOE stuff would be interesting, and it would depend on the layout you choose beforehand, so pre-battle strategy gets involved somewhat.

458
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: February 19, 2013, 03:28:52 am »
That sounds pretty cool. Would you be moving in that grid?

459
The OS probably doesn't store that in picvars. My guess is it's loaded in with a separate routine through the driver chip.

460
News / Re: 16 colors for TI-84C BASIC: The end of dual-layer ASCII?
« on: February 19, 2013, 12:29:19 am »
You can do anything you want related to display if you write an Asm lib. I'm curious if there will be some way to turn it on, like lowercase letters.

461
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: February 19, 2013, 12:04:44 am »
Make it grey.

Also, a cobble tile (like for medieval walkways)



like the grass, this one can be tiled vertically and horizontally. Not animated because it's just a pile of rocks.

And now a tile, like what you might see in a fancy building's kitchen or hallways.



This time, an animated torch, for an upcoming cave/dungeon wall.


462
TI-Nspire / Re: Calling all Linux Kernel developers!
« on: February 19, 2013, 12:04:14 am »
One easy way to reduce the x terminal screen size is to reduce its font size. It sets its dimensions to whatever is 80x24.

463
TI-Nspire / Re: Calling all Linux Kernel developers!
« on: February 18, 2013, 07:27:58 pm »
Clang via llvm would be a good choice, but it's not exactly a ready-to-go solution.

464
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: February 18, 2013, 01:55:44 pm »
Be sure to make it have something special about it. We don't want Yet Another Boring Final Fantasy Clone on our hands.

Those transitions are awesome, by the way!

465
Computer Usage and Setup Help / Re: Partitioning problem.
« on: February 18, 2013, 01:52:54 pm »
Defragmenting isn't enough by itself. The whole files can still be in the part of the drive you want to split. The process just takes a long time.

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