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Messages - Yeong

Pages: 1 ... 77 78 [79] 80 81 ... 276
1171
Axe / Re: Calling one axe program from another
« on: February 18, 2012, 12:23:04 pm »
can you call the program within the program that is being called?

1172
ASM / Re: Count to 10,000 in ASM
« on: February 18, 2012, 11:57:00 am »
it's actually →, which is used for storing.
also, axe only goes up to 65535. D:

1173
ASM / Re: Count to 10,000 in ASM
« on: February 18, 2012, 11:43:38 am »
and if you use TI-84+ speed, it's 2.5 times faster than TI 83+ does, so... you do the math XD

1174
Axe / Re: Axe Q&A
« on: February 18, 2012, 11:23:50 am »
Question:
Is there a way to "jump" to other program from the other program?

1175
ASM / Re: Count to 10,000 in ASM
« on: February 18, 2012, 11:23:15 am »
oh. I thought you were asking about TI-BASIC file XD
sorry, I don't have a compiler.

1176
ASM / Re: Count to 10,000 in ASM
« on: February 18, 2012, 11:17:58 am »
I don't have the source file XP

1177
ASM / Re: Count to 10,000 in ASM
« on: February 18, 2012, 11:15:57 am »
you could add this at the end of the loop: If Ans=10000:Stop

1178
ROM Hacking and Console Homebrew / Re: Omni Emblem
« on: February 18, 2012, 10:56:18 am »
This is my aggressive try to make battle theme. Whadayya think?
It's quite short, since it's meant to be looped XD

1179
ASM / Re: Count to 10,000 in ASM
« on: February 18, 2012, 10:50:56 am »
maybe add extra clrLCDFull somewhere in the loop? even though it will slow things down? or set pencol or whatever it's called?

1180
TI Z80 / Re: ASCII World
« on: February 18, 2012, 09:58:32 am »

Code: [Select]
::"TOWN CODE
:Lbl T1
:0→∟ADATA(80
:"XXXXXXXXXXXXXXXXX  [OOO]        X [OOOOO]       X  11I11        X  11M11     000X    0       0  X    0       0  X    000000000  →Str1
:" 0M→Str2
:Output(1,1,Str1
:prgmθWALK
:If U=16 and θ=26:Then:1→U:Goto T2:End
:If V=8 and θ=34:Then:1→V:Goto T3:End
:If U=6 and V=5:Then:7→V:8→U:Goto I1:End
:Goto T1

Code: [Select]
::"WALKING ENGINE
:3→Z:prgmθTRT
:Output(V,U,Ans
:DelVar θRepeat θ:getKey→θ:End
:16V-16+U+16(θ=34 and V≠8)-16(θ=25 and V≠1)+(θ=26 and U≠16)-(θ=24 and U≠1→T
:DelVar B
:sub(Str1,T,1
:If Ans=sub(Str2,1,1) or Ans=sub(Str2,2,1) or Ans=sub(Str2,3,1
:Then
:U+(θ=26 and U≠16)-(θ=24 and U≠1→U
:V+(θ=34 and V≠8)-(θ=25 and V≠1→V
:End
:If θ=31:prgmθMENU
:If θ=45:Then:U→∟ADATA(78:V→∟ADATA(79:ClrHome:AxesOn:FnOn :ZStandard:Stop:End

Code: [Select]
::" PART OF PRGM TRT
:If Z=3:Then
:"iθπ
:sub(Ans,∟ADATA(5)+1,1
:End


These are my main loop / walking code.
Can you see any way to make this faster?

1181
[offtopic]
hoffa, I wonder why you have the North Korea propaganda poster ???
[/offtopic]
dang, I really have to learn Lua X.x

1182
TI Z80 / Re: Caedes (Carnage): An Axe RPG
« on: February 17, 2012, 05:05:41 pm »
It's ok.
Take it easy. Just remember to come back to this later >:D

1183
Casio Calculators / Re: Free PRIZM's and ClassPad's
« on: February 17, 2012, 05:04:50 pm »
I don't know if I mentioned it or not, but ASCII world is both TI-BASIC and Prizm BASIC ;)

1184
Humour and Jokes / Re: Messing with TI-BASIC
« on: February 17, 2012, 04:58:31 pm »
Ah, I got it! Kirby sword attack style!
Is not actually a joke. :P
I just put it in here because I didn't know where else to put XD
(Maybe that's the joke O.O)

1185
TI Z80 / Re: ASCII World
« on: February 17, 2012, 04:57:07 pm »
this is how I handle collision detection:
I store 3 chars in Str2 that is walkable and store all map in Str1.
and I check if the tile I move next is walkable or not.

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