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if you have the appvar OIRAM and the appvar NOMEKOP and both have the command DRAWSTUFF(how does the game decide which one to use?
:"OIRAM->Str0 // If you want the other AppVar, just change it to "NOMEKOP->Str0:"DRAWSTUFF(20:prgmDIYILB
1 :DIGIT(CALL(EXECUTE(A(2 :code for DIGIT(3 :code for CALL(4 :code for EXECUTE(etc.
really nice, might be a great help for on-calc programmers (dont have to type the same super song formula a thousand times again) xDhow big exactly is the slowdown? could you do two counters, one using the external command thingy, one directly counting, and tell us the results (speed comparison)? I'm really interested in how fast it is ^^
"rowSwap(LIBNEW00→Str0startTmr→TFor(F,1,150"DIGIT(FprgmDIYLIBEndcheckTmr(T-IAns/150→GstartTmr→TFor(F,1,150int(1+log(real(F+(0=real(FEndcheckTmr(T)→JAns150→HDisp G,H," ",I,JPause
ouch those numbers hurt... can you maybe determine where the slowdown comes from?try a loop INSIDE the external thingy (the userdefined command).maybe it just takes time to lookup what should be executed, while the execution itself is at regular speed again, which means the slowduwn would be much smaller for real day-to-day usage.
shouldn't you store each command's lookup address before you start? idk never programmed a emulator or anything like that b4
I'm kinda curious if some sort of game can be made out of this, such as a turn based text based fighting game
Get the input stringRead the DIYLIB appvar to determine which command is being called; repeats through the "master string" holding every command nameExecute the code on one on the corresponding line
Get the input stringRead every other line of the appvar until you find the command being calledExecute the code, which appears on the next line
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