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Topics - yunhua98

Pages: 1 2 3 [4] 5
46
General Calculator Help / RAM loss?
« on: November 09, 2010, 04:37:33 pm »
A while ago, I decided to play Desolate again.  For some reason, it said ERR: MEMORY, so I cleared my RAM, once again, I could not run the program.  Then I checked my RAM.  It read 21184, that was the maximum amount of RAM I've ever had afterward.

47
TI-BASIC / TI-83+/84+ (SE) BASIC Tips, Tricks, and Routines
« on: October 27, 2010, 05:22:02 pm »
I thought it would be good if we compiled a list of all the awesome BASIC tricks, and optimization stuff.  ;)
so we'd just post, and it would be easy to find hints and other cool stiff to make a more efficient and awesome program. Also, ask if you don't understand a routine.  ;)

So I'll start:

I make this myself, but I think I read this one from ztrumpet somewhere.  ;)

in game subroutines:

Code: [Select]
:Goto 2
:Lbl 1
:<stuff>
:End
:Lbl 2
:While <condition>
:<stuff>
:Goto 1
:End

Greyscale-ish/Wave-ish RPG effect:

This really doesn't have that may uses, but the wave effect looks kinda cool.  ;)

have Shade(-10,10) somewhere in the beginning and noting else in the graph screen, or have people download the pic, then:

Code: [Select]
:For(A,1,40
:DispGraph/RclPic 1, depending on what your doing
:Disp
:End


Thats all I've got for now, but I'm sure you guys will come up with more!  ;)

48
Humour and Jokes / Fate approves of my evilness >:D
« on: October 27, 2010, 02:44:08 pm »
mwahahahahahaha!
* yunhua98 vanishes in a pooof!   >:D

EDIT:  ignore the fact that I ojly have 41 respect right now.  :P

49
TI Z80 / Dual Pong
« on: October 23, 2010, 01:47:25 pm »
As you may have seen in my sig, I've been working on a project called Dual Pong.  Technically I've only been working on it for two days, but oh well.  :P  It was inspired by FSPong in the arcade, and I will add a AI soon.  Its only single player now, but I may add linkplay, in which case it will go to 150%.  :P

heres a screenie, the source, and the program:



btw, I suck at it.  :P  highscore 11, the Emu on't show the score for some reason though  ???  and yes, once again, those sprites are place holders, I lost Hexpic, and I hate converting by hand.  :P

50
TI Z80 / Need help for Bomberman
« on: October 23, 2010, 01:26:34 pm »
Hello,

I'm having a little trouble with getting my enemies to die, and I can't die unless I touch them.  (As in my bombs won't kill me) Here's my source, and whoever helps will be put in the credits.  ;)  TIA!
Code: [Select]
:.BOMBRMAN AXE BomberMan! v1.0 by: Yunhua Z
:.TITLE
:[Pic1→Pic0T
:.CLEAR SPRITE
:[2288228822882288→Pic0C
:.BOMB SPRITE
:[0C103C4E5E7E7E3C→Pic1
:.BLANK SPACE
:[0000000000000000→Pic2A
:.DOTTED BLOCK
:[7EABD5ABD5ABD57E→Pic2
:.BREAKABLE BLOCK
:[7E81BDA1A1A1817E→Pic3
:.GUY LEFT
:[1C7E1222142A1436→Pic4
:.GUY RIGHT
:[387E48442854286C→Pic5
:.GUY FRONT/BACK
:[1C3E22143E081436→Pic6
:.EXPLODE Horizontal(
:[00FF55AAAA55FF00→Pic7
:.EXPLODE Vertical
:[5A665A665A665A66→Pic8
:.ENEMY FORWARD
:[3C4281A58181A55A→Pic9
:.ENEMY LEFT
:[1C2241514141552A→Pic0
:.ENEMY RIGHT
:[3844828A8282AA54→Pic10
:.ENEMY BACK
:[3C4281818181A55A→Pic11
:.CHERRIES
:[08182464B6FB6F06→Pic12
:.COIN
:[184218A5A5184218→Pic13
:.EXPLODE CENTER
:[5AE75AA5A55AE75A→Pic0E
:"GAME OVER→Str1
:"YOU WIN→Str2
:DiagnosticOff
:ClrDraw
:40→A
:Full
:Repeat K=54
:getKey→K
:If K=1 and (A=40
:48→A
:Pt-Off(22,40,Pic2A
:End
:If K=4 and (A=48
:40→A
:Pt-Off(22,48,Pic2A
:End
:Pt-On(22,A,Pic1
:DispGraph
:Pic0T→DispGraph
:End
:ClrDraw
:Normal
:If A=48
:."CREDITS:→Str3
:."THE OMNIMAGA COMMUNITY FOR SUPPORTING ME
:End
:If A=40
:0→X→Y→A→B→C→E
:16→Z→L
:88→G→{{L1}+1}
:56→D→{{L1}+2}
:For(L,0,11
:L*8→N
:For(M,0,7
:M*8→O
:Pt-On(N,O,Pic0C
:End
:End
:sub(BK
:Pt-Off(8,0,Pic0C
:Pt-Off(0,8,Pic0C
:0→θ→{{L1}+3}
:1→L
:Repeat K=15 or (L=0 or (L=42
:sub(DG
:.AI
:E+1→E
:If E^15=0
:Pt-Off({{L1}+1},{{L1}+2},Pic0C
:Pt-Off(G,D,Pic0C
:rand^2→I
:If I=1
:If {{L1}+1}>0 and (pxl-Test({{L1}+1}-7,{{L1}+2}+6)=0
:{{L1}+1}-(8*(rand^2))→{{L1}+1}
:8→{{L1}+3}
:End
:If G>0 and (pxl-Test(G-7,D+6)=0
:G-(8*(rand^2))→G
:8→θ
:End
:If {{L1}+1}<87 and (pxl-Test({{L1}+1}+9,{{L1}+2}+6)=0
:{{L1}+1}+(8*(rand^2))→{{L1}+1}
:16→{{L1}+3}
:End
:If G<87 and (pxl-Test(G+9,D+6)=0
:G+(8*(rand^2))→G
:16→θ
:End
:End
:If I=0
:If {{L1}+2}>0 and (pxl-Test({{L1}+1}+1,{{L1}+2}-2)=0
:{{L1}+2}-(8*(rand^2))→{{L1}+2}
:24→{{L1}+3}
:End
:If D>0 and (pxl-Test(G+1,D-2)=0
:D-(8*(rand^2))→D
:24→θ
:End
:If {{L1}+2}<55 and pxl-Test({{L1}+1}+1,{{L1}+2}+14)=0
:{{L1}+2}+(8*(rand^2))→{{L1}+2}
:0→{{L1}+3}
:End
:If D<55 and (pxl-Test(G+1,D+14)=0
:D+(8*(rand^2))→D
:0→θ
:End
:End
:If L=20
:254→G→D
:End
:If L=22
:254→{{L1}+1}→{{L1}+2}
:End
:Pt-Off({{L1}+1},{{L1}+2},Pic9+{{L1}+3}
:Pt-Off(G,D,Pic9+θ
:End
:If {{L1}+1}=X and ({{L1}+2}=Y
:0→L
:End
:If G=X and (D=Y
:0→L
:End
:.BOMB CHECK AND EXPLODE
:!If B=0
:A+1→A
:End
:If A=200
:Pt-Off(P,Q,Pic0E
:If pxl-Test(P+9,Q+2)=0
:Pt-Off(P+8,Q,Pic7
:If pxl-Test(P+17,Q+2)=0
:Pt-Off(P+16,Q,Pic7
:End
:End
:If pxl-Test(P-7,Q+2)=0
:Pt-Off(P-8,Q,Pic7
:If pxl-Test(P-15,Q+2)=0
:Pt-Off(P-16,Q,Pic7
:End
:End
:If pxl-Test(P+1,Q+10)=0
:Pt-Off(P,Q+8,Pic8
:If pxl-Test(P+1,Q+18)=0
:Pt-Off(P,Q+16,Pic8
:End
:End
:If pxl-Test(P+1,Q-6)=0
:Pt-Off(P,Q-8,Pic8
:If pxl-Test(P+1,Q-14)=0
:Pt-Off(P,Q-16,Pic8
:End
:End
:DispGraph
:Pause 100
:If (X-P≤16 or (P-X≤16)) and (Y=Q
:0→L
:End
:If (Y-Q≤16 or (Q-Y≤16)) and (X=P
:0→L
:End
:If G+8=P and (D=Q
:L+19→L
:End
:If G+16=P and (D=Q
:L+19→L
:End
:If G-8=P and (D=Q
:L+19→L
:End
:If G-16=P and (D=Q
:L+19→L
:End
:If G=P and (D+8=Q
:L+19→L
:End
:If G=P and (D+16=Q
:L+19→L
:End
:If G=P and (D-8=Q
:L+19→L
:End
:If G=P and (D-8=Q
:L+19→L
:End
:If {{L1}+1}=P+8 and ({{L1}+2}=Q
:L+22→L
:End
:If {{L1}+1}=P+16 and ({{L1}+2}=Q
:L+22→L
:End
:If {{L1}+1}=P-8 and ({{L1}+2}=Q
:L+22→L
:End
:If {{L1}+1}=P-16 and ({{L1}+2}=Q
:L+22→L
:End
:If {{L1}+1}=P and ({{L1}+2}=Q+8
:L+22→L
:End
:If {{L1}+1}=P and ({{L1}+2}=Q+16
:L+22→L
:End
:If {{L1}+1}=P and ({{L1}+2}=Q-8
:L+22→L
:End
:If {{L1}+1}=P and ({L1}+2}=Q-16
:L+22→L
:End
:End
:If A=250
:Pt-Off(P,Q,Pic0C
:Pt-Off(P-8,Q,Pic0C
:Pt-Off(P-16,Q,Pic0C
:Pt-Off(P,Q-8,Pic0C
:Pt-Off(P,Q-16,Pic0C
:Pt-Off(P+8,Q,Pic0C
:Pt-Off(P+16,Q,Pic0C
:Pt-Off(P,Q+8,Pic0C
:Pt-Off(P,Q+16,Pic0C
:.DispGraph
:0→A→B
:End
:.END BOMB SECTION
:!If L=0
:.KEYCHECK SERIES
:getKey→K
:If K=48 and (B=1
:199→A
:End
:If K=54 and (B=0
:8→C
:1→B
:X→P
:Y→Q
:Pt-On(P,Q,Pic1
:Pt-On(P,Q,Pic0C
:.DispGraph
:End
:If K=3 and (X<87 and (pxl-Test(X+10,Y+5)=0
:8→Z
:sub(CS
:X+8→X
:End
:If K=2 and (X>0 and (pxl-Test(X-6,Y+5)=0
:0→Z
:sub(CS
:X-8→X
:End
:If K=4 and (Y>0 and (pxl-Test(X+2,Y-3)=0
:16→Z
:sub(CS
:Y-8→Y
:End
:If K=1 and (Y<55 and (pxl-Test(X+2,Y+13)=0
:16→Z
:sub(CS
:Y+8→Y
:End
:Pt-Off(X,Y,Pic4+Z
:.DispGraph
:End
:End
:.WIN
:If L=42
:Output(1,1,Str2
:End
:.DIE ROUTINE
:!If L
:Output(0,0,Str1
:End
:Lbl CS
:.CLEAR ROUTINE
:Pt-Off(X,Y,Pic0C+C
:0→C
:.DispGraph
:Return
:.MAP
:Lbl BK
:For(O,1,7
:O*8→T
:O+1→O
:For(N,0,11
:8*N→V
:If rand^5≠0
:Pt-Off(V,T,Pic3
:End
:End
:End
:For(N,0,11
:8*N→V
:N+1→N
:For(O,1,7
:O*8→T
:If rand^5≠0
:Pt-Off(T,V,Pic3
:End
:End
:End
:Return
:Lbl DG
:For(N,1,10
:N+1→N
:N*8→R
:For(O,1,6
:O+1→O
:O*8→S
:Pt-Off(R,S,Pic2
:End
:End
:DispGraph
:Return
:.Lbl BK
:.For(M,1,11
:.M*8→T
:.M+1→M
:.For(U,1,7
:.U*8→V
:.U+1→U
:.Pt-On(T,V,Pic3
:.End
:.End
:.StorePic
:.DispGraph
:.Return
:End
:
Generated by SourceCoder (http://sc.cemetech.net)
© 2005-2010 Cemetech (http://www.cemetech.net)

51
Axe / Need moar variables...
« on: October 18, 2010, 05:48:38 pm »
Is there a way to access moar variables in Axe?  Like the Finance variables for BASIC, or something like lists?  or can the Axe lists do this?  if so, I need to figure out how to do it.  ;)

TIA 8)

52
TI Z80 / Bomberman
« on: October 16, 2010, 06:01:00 pm »
As many of you know, I stopped working on this due to a memory loss.  Well, yesterday, I was looking through my backups and found Bomberman again, I thought, maybe I should revive this?  I was a bit less busy, and all were doing in my Science and Math classes were review, so I decided to pick it up again.  heres what I have so far:


I don't really understand why my enemy never faces the right direction though, and I would be glad if anyone could find some more bugs.
all, it does so far is drop bombs, explode stuff, including you but not the enemy yet, and the light blocks are explodable, the "grey" ones aren't

code:

Spoiler For code:
Quote from: BASIC Code
:.BOMBRMAN AXE BomberMan! v1.0 by: Yunhua Z
:.CLEAR SPRITE
:[2288228822882288→Pic0C
:.BOMB SPRITE
:[0C103C4E5E7E7E3C→Pic1
:.BLANK SPACE
:[0000000000000000→Pic2A
:.DOTTED BLOCK
:[7EABD5ABD5ABD57E→Pic2
:.BREAKABLE BLOCK
:[7E81BDA1A1A1817E→Pic3
:.GUY LEFT
:[1C7E1222142A1436→Pic4
:.GUY RIGHT
:[387E48442854286C→Pic5
:.GUY FRONT/BACK
:[1C3E22143E081436→Pic6
:.EXPLODE Horizontal(
:[00FF55AAAA55FF00→Pic7
:.EXPLODE Vertical
:[5A665A665A665A66→Pic8
:.ENEMY FORWARD
:[3C4281A58181A55A→Pic9
:.ENEMY LEFT
:[1C2241514141552A→Pic0
:.ENEMY RIGHT
:[3844828A8282AA54→Pic10
:.ENEMY BACK
:[3C4281818181A55A→Pic11
:.CHERRIES
:[08182464B6FB6F06→Pic12
:.COIN
:[184218A5A5184218→Pic13
:.EXPLODE CENTER
:[5AE75AA5A55AE75A→Pic0E
:"GAME OVER→Str1
:"YOU WIN→Str2
:DiagnosticOff
:ClrDraw
:0→X→Y→A→B→C→E
:16→Z→L
:88→G
:56→D
:For(L,0,11
:L*8→N
:For(M,0,7
:M*8→O
:Pt-On(N,O,Pic0C
:End
:End
:sub(BK
:Pt-Off(8,0,Pic0C
:Pt-Off(0,8,Pic0C
:0→θ
:Repeat K=15 or (L=0
:sub(DG
:.AI
:E+1→E
:If E^20=0
:Pt-Off(G,D,Pic0C
:rand^2→I
:If I=1
:If G>0 and (pxl-Test(G-7,D+6)=0
:G-(8*(rand^2))→G
:8→θ
:End
:If G<87 and (pxl-Test(G+9,D+6)=0
:G+(8*(rand^2))→G
:16→θ
:End
:End
:If I=0
:If D>0=(pxl-Test(G+1,D-2)=0
: D-(8*(rand^2))→D
:24→θ
:End
:If D<55 and (pxl-Test(G+1,D+14)=0
: D+(8*(rand^2))→D
:0→θ
:End
:End
:Pt-Off(G,D,Pic9+θ
:End
:If G=X and (D=Y
:0→L
:End
:
:
:
:
:
:.BOMB CHECK AND EXPLODE
:!If B=0
:A+1→A
:End
:If A=200
:Pt-Off(P,Q,Pic0E
:If pxl-Test(P+9,Q+2)=0
:Pt-Off(P+8,Q,Pic7
:If pxl-Test(P+17,Q+2)=0
:Pt-Off(P+16,Q,Pic7
:End
:End
:If pxl-Test(P-7,Q+2)=0
:Pt-Off(P-8,Q,Pic7
:If pxl-Test(P-15,Q+2)=0
:Pt-Off(P-16,Q,Pic7
:End
:End
:If pxl-Test(P+1,Q+10)=0
:Pt-Off(P,Q+8,Pic8
:If pxl-Test(P+1,Q+18)=0
:Pt-Off(P,Q+16,Pic8
:End
:End
:If pxl-Test(P+1,Q-6)=0
:Pt-Off(P,Q-8,Pic8
:If pxl-Test(P+1,Q-14)=0
:Pt-Off(P,Q-16,Pic8
:End
:End
:DispGraph
:Pause 100
:If (X-P≤16 or (P-X≤16)) and (Y=Q
:0→L
:End
:If (Y-Q≤16 or (Q-Y≤16)) and (X=P
:0→L
:End
:End
:If A=250
:Pt-Off(P,Q,Pic0C
:Pt-Off(P-8,Q,Pic0C
:Pt-Off(P-16,Q,Pic0C
:Pt-Off(P,Q-8,Pic0C
:Pt-Off(P,Q-16,Pic0C
:Pt-Off(P+8,Q,Pic0C
:Pt-Off(P+16,Q,Pic0C
:Pt-Off(P,Q+8,Pic0C
:Pt-Off(P,Q+16,Pic0C
:.DispGraph
:0→A→B
:End
:.END BOMB SECTION
:!If L=0
:.KEYCHECK SERIES
:getKey→K
:If K=48 and (B=1
:199→A
:End
:If K=54 and (B=0
:8→C
:1→B
:X→P
:Y→Q
:Pt-On(P,Q,Pic1
:Pt-On(P,Q,Pic0C
:.DispGraph
:End
:If K=3 and (X<87 and (pxl-Test(X+10,Y+5)=0
:8→Z
:sub(CS
:X+8→X
:End
:If K=2 and (X>0 and (pxl-Test(X-6,Y+5)=0
:0→Z
:sub(CS
:X-8→X
:End
:If K=4 and (Y>0 and (pxl-Test(X+2,Y-3)=0
:16→Z
:sub(CS
:Y-8→Y
:End
:If K=1 and (Y<55 and (pxl-Test(X+2,Y+13)=0
:16→Z
:sub(CS
:Y+8→Y
:End
:Pt-Off(X,Y,Pic4+Z
:.DispGraph
:End
:End
:.DIE ROUTINE
:!If L
:Output(0,0,Str1
:Pause 1000
:End
:Lbl CS
:.CLEAR ROUTINE
:Pt-Off(X,Y,Pic0C+C
:0→C
:.DispGraph
:Return
:.MAP
:Lbl BK
:For(O,1,7
:O*8→T
:O+1→O
:For(N,0,11
:8*N→V
:If rand^5≠0
:Pt-Off(V,T,Pic3
:End
:End
:End
:For(N,0,11
:8*N→V
:N+1→N
:For(O,1,7
:O*8→T
:If rand^5≠0
:Pt-Off(T,V,Pic3
:End
:End
:End
:Return
:Lbl DG
:For(N,1,10
:N+1→N
:N*8→R
:For(O,1,6
:O+1→O
:O*8→S
:Pt-Off(R,S,Pic2
:End
:End
:DispGraph
:Return
:.Lbl BK
:.For(M,1,11
:.M*8→T
:.M+1→M
:.For(U,1,7
:.U*8→V
:.U+1→U
:.Pt-On(T,V,Pic3
:.End
:.End
:.StorePic
:.DispGraph
:.Return
Generated by SourceCoder, © 2005-2010 Cemetech

Bomberman is the executable, no-stub
Axebomb is the source

also, if you can spot any optimizations, please point them out to me.  ;)

EDIT:
Credits list so far:
Omnimaga Community
DJ Omnimaga for inspiring this game with Axe Contest
Aichi for helping me figure out a bug that I was stuck on

53
Site Feedback and Questions / HL:OC board bug
« on: October 08, 2010, 03:07:35 pm »
Is there a bug in the Half-Life board?     because you can't see or rate respect on it
see screenie

sorry about the size...  :P

EDIT:  don't ask about the incognito :P

54
TI-BASIC / Sierpinski's Triangle
« on: October 08, 2010, 11:19:04 am »
well, so couple days ago, my teacher was talking about the Sierpinski's triangle for lack of anything else to talk about, and since me and a couple friends knew this stuff from a long time ago, we pulled out our calcs to play some games.  my teacher knew we liked calcs but he thought we were going to make a program to view it on-calc.  he said it wasn't possible, ;) so that made me want to make one.  by the time class was out, I had a BASIC (made by my friend) and an Axe version to wave in his face.  :P  but don't get me wrong, I like my math teacher.  ;D

anyway, so here are some screenies plus the programs

Serpnski is Axe
Axeserpnski is the source
and Srpenski is BASIC

it was funny how the Axe one was upside-down and I didn't bother to change that so I could flip my calc and have it shown right side up to him when I stood facing him.  (sorry for the weird wording.  :P)

55
Humour and Jokes / Proof that TI-84SE discontinuation was evil
« on: October 01, 2010, 12:42:08 pm »
Proof:

56
Humour and Jokes / Peanuts!
« on: September 14, 2010, 05:33:48 pm »
We now have six nine eleven twelve thirteen a lot of brands of peanuts, if you find/make any more, please share!  :P











57
Humour and Jokes / moar lobsterz, NOOOOOOO!
« on: August 31, 2010, 05:54:38 pm »
Sir's a lobster now!  we will be invaded by lobsterz!
btw, Don't lobsters have Admin privledges?

58
Miscellaneous / Npr takes notice of rickrolls
« on: August 30, 2010, 06:37:00 pm »
I turned on my radio after school today, and the first words I heard was "internet memes", as soon I did I tried to turn the radio off.  But I failed.  The radio was on maximum volume, so I rickrolled everyone who stayed after school for longer than ten minutes and has a locker in my hall.  :P

59
TI Z80 / TI-Party
« on: August 27, 2010, 05:21:20 pm »
I started working on this two days ago when I saw my brother play Ducklife 2.  Its basically a game in BASIC where you are a guy at a party with events you must train for.
I've decided i would make maybe four minigames first, and add some more later.  I've finished one, and I have an idea for another.  I've also started working on the main game where you can enter events based on the things you have trained on.  ;)

btw, ztrumpet, heres a version of the completed minigame without Experience points or highscores, if you want it for HGP.  ;)  And also, can I use your Spike Doom program, but add/delete some stuff and change the sprites?

60
Humour and Jokes / Raylin gone EVIL?
« on: August 01, 2010, 09:53:23 pm »
* yunhua98 cowers in fright

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