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Messages - ztrumpet

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31
The Axe Parser Project / Re: Axe Parser
« on: January 10, 2012, 10:35:53 pm »
Wow, Runer, that is incredible.  I'm very impressed with all you did there, and quite glad you made it compatible with everything.  Thank you!

32
TI Z80 / Re: [Grammer(xlib first)] The Reign of Legends 3 Port
« on: January 09, 2012, 10:01:43 pm »
That looks great, Yeong.  This is going to be a cool game/port.

33
Axe / Re: Axe Q&A
« on: January 09, 2012, 09:07:30 pm »
I thought L1 was smaller than 768 bytes?
If you first Realloc the variables it makes L1 768 bytes.  Perhaps he did that.

34
The Axe Parser Project / Re: Axe Parser
« on: January 09, 2012, 03:09:18 pm »
Wow, that's awesome!  How'd you do it?

35
News / Re: TI-84 Plus Pocket SE
« on: January 09, 2012, 03:06:46 pm »
They might actually get slide case if people complain enough about them lacking them. TI did do this before.
To the point of changing the actual design, though?  Afaict the french version still doesn't have one.
Come to think of it they might not have to change the design, they could just have it not fit properly like on the 30xii, where you have to almost snap the thing off :P
Maybe they'll do a "screen cling" like they tried with the cx?

edit: missed the second part of the post...when did they do it before? 0.o
It started with the French version of the Nspire CX: http://ourl.ca/10036

36
The Axe Parser Project / Re: Axe Parser
« on: January 05, 2012, 09:27:21 pm »
The ion header is, I feel, the best option for Axe programs because they are compatible with ALL shells and can still be run from the home screen with Asm().
I saw the "ALL" in all caps and I felt the need to point out not all shells work; all major, current shells do, but I'm pretty sure shells like CrunchyOS do not.

Edit:  I think it's probably too close, but I just though of the name AxLE - the Axe Language Extender.

37
The Axe Parser Project / Re: Axe Parser
« on: January 05, 2012, 04:07:03 pm »
My suggestion is that AXF be released under a totally different name, even though the language it uses is called "Axe." I think AXF programs should be categorized separately from ordinary Axe programs (such as on ticalc), and if possible to have Axe and AXF games be considered two completely separate types of programs (such as in program descriptions).
I agree with Deep here.  The names AXE and AXF are too close to avoid confusion.  The shell itself sounds cool, though.

38
The Axe Parser Project / Re: Axe Parser
« on: January 05, 2012, 09:57:28 am »
This sounds great.

How does it work when running programs from a shell, such as Doors or Mirage?  Does it play nice, or does it just RAM Clear?

39
Other Calculators / Re: 83+ discontinued in some areas?
« on: January 04, 2012, 04:56:49 pm »
What were the additional characters that were introduced in 1.16?
Among others, these were introduced in 1.15: @, $, %, &, #, ;, |, and _.
1.16 introduced these, again, among others: ↑, ↓, √, , , and .

This page has more details: http://tibasicdev.wikidot.com/miscellaneous-tokens

40
Other Calculators / Re: 83+ discontinued in some areas?
« on: January 04, 2012, 04:02:39 pm »
Btw it's 1.15 Ztrumpet, not 1.16. However this caused Illusiat 6 final dungeon to break on those OSes. :P
It looks like I remembered the wrong OS. D:
Thanks for the correction!

41
Other Calculators / Re: 83+ discontinued in some areas?
« on: January 04, 2012, 02:05:06 pm »
I highly recommend updating to the most recent version due to compatibility issues introduced in OS 1.16.  From that OS onward there are many new tokens and a few new features that are seldom used by some programmers that I use quite often.  For instance, doing sub(X) or X% is the same as doing .01X, both which were introduced on 1.16.  You may think that no one uses those features, but I actually use sub(#) in Midnight.  Plus, I am pretty sure that most games with Text Sprites of any kind use the additional characters OS 1.16 introduced.

42
News / Re: Absolute Madness
« on: January 01, 2012, 11:20:14 pm »
This is one of my favorite Basic platformers out there.  It's an excellent game, and I highly recommend it.

Psst...  Hey, Deep, listen.  If you add a screenie or two and a description we can move this to news, where it should be.

43
News / Re: Midnight Final Release
« on: January 01, 2012, 08:00:24 pm »
It would take a huge, huge modification to make this work on an 83.  Not only would the graphics have to be completely redone, but I use numerous symbols and characters that would have to be replaced.  Sorry, but I think the only way to get Midnight on an 83 would be to rewrite it from the ground up.

Just a warning, it's pretty slow on 83+s. :(

44
TI Z80 / Re: Midnight
« on: January 01, 2012, 06:00:57 pm »
I see no complaints, so here's the version with the readme:
http://www.omnimaga.org/index.php?action=downloads;sa=view;down=766




45
News / Midnight Final Release
« on: January 01, 2012, 05:59:04 pm »
Midnight

http://www.omnimaga.org/index.php?action=downloads;sa=view;down=766

Midnight is a RPG/platformer with tons of replay value and is one of the most advanced games ever coded in the TI Basic language.  Featuring a dramatic storyline with numerous cutscenes, Midnight is unlike most other calculator games.  There are bosses to overcome, numerous rooms to explore, and several powerups available as you progress through the game.  I hope you have a wonderful time playing Midnight!  Download today!




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