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Messages - Yeong

Pages: 1 ... 103 104 [105] 106 107 ... 276
1561
The Axe Parser Project / Re: Features Wishlist
« on: December 15, 2011, 10:18:56 pm »
not that collision. I mean "interaction" between different objects.

1562
The Axe Parser Project / Re: Features Wishlist
« on: December 15, 2011, 09:57:54 pm »
may I ask how to do so? D:
or is it the one that messes with back buffer?

1563
The Axe Parser Project / Re: Features Wishlist
« on: December 15, 2011, 01:18:52 pm »
idk if it's possible or not, but can you add a "hittest" for object-object(sprites)?

1564
Humour and Jokes / Re: If there was tech support in botswana...
« on: December 14, 2011, 03:10:42 pm »
Restart Pokemon

How did I knew that HOMER-16 was talking about Pokemon?

1565
Humour and Jokes / Re: If there was tech support in botswana...
« on: December 14, 2011, 03:01:52 pm »
level up.

I'm to lazy to level grind.

1566
TI-BASIC / Re: 100 TI-BASIC Optimizing Tips
« on: December 14, 2011, 02:59:36 pm »
You don't need the Else there. ;)

1567
Axe / Re: Online Axe command index
« on: December 14, 2011, 01:19:03 pm »
unless you make a 96x64 bitmap and display it on the screen. :D

1568
Axe / Re: Axe Q&A
« on: December 14, 2011, 01:15:07 pm »
I think I read that bitmap clips.

1569
TI-BASIC / Re: 100 TI-BASIC Optimizing Tips
« on: December 14, 2011, 01:12:14 pm »
8. 3+X→Y:Disp Y to Disp 3+X (Unless you want to call up the Ans later :P )

1570
Humour and Jokes / Re: If there was tech support in botswana...
« on: December 14, 2011, 01:08:28 pm »
call Bob teh Builder.

I can't call him.

1571
TI-BASIC / Re: 100 TI-BASIC Optimizing Tips
« on: December 14, 2011, 12:58:07 pm »
4. If X=1:0→X:If X=0:1→X (I see this a lot) to abs(X-1→X
Also known as not(X→X :P
:P I just realized and tried to fix it but you noticed it first anyway XD

1572
TI-BASIC / 100 TI-BASIC Optimizing Tips
« on: December 14, 2011, 12:52:57 pm »
I think we need this thread at some point :)

I'll post some first! :D

1. 2(X-1)→X to 2(X-1→X to 2X-2→X if numbers are small enough.

2. X*100→X to XE2→X

3. (X-3)/5→X to 5-1(X-3→X

4. If X=1:0→X:Goto A:If X=0:1→X:Goto A (I see this a lot) to abs(X-1→X:Goto A to not(X→X:Goto A

5. Disp "A":Disp X:Disp "B" to Disp "A",X,"B

1573
Axe / Re: Axe Q&A
« on: December 13, 2011, 09:58:37 pm »
if he used my program for 24x24, it should give him a 16*9=144 hex digits (so...72 bytes)

1574
TI Z80 / Re: Grappler!
« on: December 13, 2011, 09:55:34 pm »
Ah. You're welcome. :D
BTW, you could've posted all this in Bananas thread <_<

1575
TI Z80 / Re: Grappler!
« on: December 13, 2011, 09:53:04 pm »
so what you do is...

1. type 16 in the width
2. Edit sprite
3. Convert to hex/save it into pic.

I've tried multiple time so it should work...
Also, for making it display on axe:
(16x16 for an example)
[HexFile→Pointer
Pt-On(0,0,Pointer
Pt-On(8,0,Pointer+8
Pt-On(0,8,Pointer+16
Pt-On(8,8,Pointer+24

Pages: 1 ... 103 104 [105] 106 107 ... 276