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Messages - ztrumpet
Pages: 1 ... 87 88 [89] 90 91 ... 385
1321
« on: April 24, 2011, 04:17:06 pm »
Eitherway, I'd say AsmPrgm is fast too.
Yes, but that's not TI-BASIC.
It is a TI-Basic Command.  I think the slowest could be seq(), if given the correct parameters.
1322
« on: April 24, 2011, 11:56:08 am »
EDIT: @DJ: Your respect rating is almost 1000 
IT'S OVER 900.0!!!!!!!!!!!!  But seriously, yeah, this should get featured, not that you're new to being featured.
1323
« on: April 23, 2011, 11:30:37 pm »
Wow, this sounds really awesome. Good luck to all involved!
1324
« on: April 21, 2011, 10:01:06 pm »
Welcome to Omnimaga, renatose! Have you ever released any of your programs?
1325
« on: April 21, 2011, 09:51:30 pm »
It does it to me too.
1326
« on: April 19, 2011, 10:13:11 pm »
Personally I never open my eyes underwater, I just go by feel, which is kinda a problem. As for the deepest I've been, I've surface dove (starting from in the water already) down around 12 feet and grabbed a rock off the bottom before.  I was pretty proud of that.
1327
« on: April 18, 2011, 11:18:17 pm »
Vertically is 2x faster because when walking vertically the tilemap grid is aligned on the LCD as multiples of 8 pixels. Aligned sprites/tiles displays much faster than unaligned ones.
Isn't Horizantally 96 a multiple of 8 too?
It is but I don't know why you bring that up? 
I believe what he's trying to say is something like, "Since they're both in multiples of 8, and the sprites are aligned,shouldn't they be the same speed?" Unfortunately, as these are not 8*8 sprites (they're 8*6, I think), the speed is different in the x direction than the y direction. Edit: ninja'd.
1328
« on: April 18, 2011, 11:14:24 pm »
very, very great job, calcdude 
*calc84maniac
1329
« on: April 18, 2011, 07:41:45 pm »
This looks really nice! Great job, calc84!  Does it work on the 83+SE? Why can't it be run on the Nspires? Is it the undocumented instructions, or does it have to do with how you had to map the memory?
1330
« on: April 18, 2011, 07:33:29 pm »
Hey welcome here. I noticed you're a fan of Epic Meal Time; great channel. My favorite's the Thanksgiving one.
1331
« on: April 18, 2011, 07:29:13 pm »
That dragon illusion is incredible!
1332
« on: April 18, 2011, 07:09:00 pm »
I think he is just asking for the A++ syntax for style, just so it looks more like traditional programming languages
Ah, okay.  In that case, I'd like the syntax to be valid as well.
1333
« on: April 18, 2011, 07:07:53 pm »

I missed this screenie when it was posted, but it looks so great that I had to comment.  I love how the water scrolls and the overall look of the game. Wonderful job!
1334
« on: April 18, 2011, 07:02:11 pm »
Is there any way you can add VAR++?
I'd really like it, cos it makes the code more stylish that VAR+1->VAR and easier to introduce to C++/java/C coders.
I asked this very early on, and it turned out that Quigibo instituted one of his first optimizations with Var+1->Var turning into inc Var. So, the optimization is still there, just not the other syntax.
1335
« on: April 18, 2011, 06:43:00 pm »
That sounds pretty cool! I like the idea, but I'm not sure what advice to give, other than Good Luck!!
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