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The Axe Parser Project / Re: Features Wishlist
« on: December 15, 2011, 10:18:56 pm »
not that collision. I mean "interaction" between different objects.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 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.
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The Axe Parser Project / Re: Features Wishlist« on: December 15, 2011, 09:57:54 pm »
may I ask how to do so?
![]() 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)?
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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.
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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.
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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
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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→XAlso known as not(X→X ![]() ![]() 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! ![]() 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)
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TI Z80 / Re: Grappler!« on: December 13, 2011, 09:55:34 pm »
Ah. You're welcome.
![]() 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 |
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