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Messages - Hayleia

#31
Media Talk / Re: Rogue One
December 30, 2016, 08:42:08 AM
I clicked because I live dangerously, but could people post spoilers in spoiler tags, so that people who didn't see the movie can read people's opinion without necessarily be spoilered? Seems like an obvious rule but we never know :P
#32
Quote from: DJ Omnimaga on December 26, 2016, 05:49:29 AM
I never liked wireless gamepads much. It sucks when  you run out of batteries in the middle of a good game. As for longer cables, I often heard that TI calculator transfers over long I/O cables were slower than with short ones. Maybe longer cables can also cause delays with gamepads key input? That said, sometimes it depends of the device as well. The RetroDuo NES/SNES clone, for example, has key input lag.
Lol yeah, no idea why people like wireless so much. I can understand why we don't plug cables in portable consoles anymore to keep some freedom of movement, but what kind of freedom of movement is needed when both the home console (or PC) and the TV (or monitor) doesn't move and you probably won't go too far from them anyway? Why have the drawbacks of wireless (batteries, input lag) when you can have the benefits of wired (no one walks between the TV/monitor and you since there is a cable there)?
So yeah, that's why "wired" was in my "requirements" category, not in "wanted".
I don't worry too much about input lag on retro games though. They are either easy (and playable with light input lag) or unplayable (with or without input lag) :P
#33
Firefox. See this topic if you're bored and want to know why I chose that: https://codewalr.us/index.php?topic=1660.msg46563#msg46563
#34
Do you hate me if I tell you I voted for OiramCE? :trollface:
(Also what? 4 people for my 3DS homebrew??)
#35
Fender Mustang III V2

(pretty sure that was not the question :P)
#36
Yeah, I really have no clue about what caused the difference with cables. I don't even know if the problem was using the short cable on the power source or using the long cable on the controller (I only have two of them, one short and one long, so the setups I tried were "long on power and short on controller" (no lag) or "short on power and long on controller" (lag)).

Anyway, now with the 3A source, no problem. I even have a second DS4 now, and there is no lag with both plugged (and yeah, one is on the short cable and the other one is on the long one, but I'm pretty sure it doesn't matter anymore) :)
#37
(dat necropost doe)
Quote from: Hayleia on August 24, 2016, 07:04:56 PM
Also, I had another theory about the lag. Maybe it's because it's a wireless controller, which means it charges from the USB port (instead of just taking the power it needs to return input values) so the Pi didn't have enough power left to run at full speed... but then why did changing the cable work? -.-
I still don't know why changing cables worked but I still confirm that theory I think. I got a 3A power source (as opposed to the 1A one I was using) and now Kirby Super Star runs flawlessly even when using the cable that used to "cause" the lag. Well, not sure the Pi would be able to handle 2 Dualshock 4 with that power source but at least I can use a longer cable so that's already better :P
#38
Calc Projects, Programming & Tutorials / Re: KILL CMND
November 27, 2016, 07:59:59 AM
Quote from: DJ Omnimaga on November 26, 2016, 06:01:28 PM
14 seems fine for a strategy game. After all, expert players will prefer key shortcuts instead of navigating in menus :)
Yeah, that's why there are 4 "wasted" keys on Topaze when selecting an action in battle. You use 4 keys on the numpad to select if you attack, use an object, change your pokemon or run away. This could have been implemented with arrow keys and 2nd(A) but I liked that better (plus, it's legacy from the Basic version so it's kind of an allusion to the first version too).
#39
No idea, I don't use CEsium. I know there was problems at some point and that fixing them was in the todo list but I don't know if it is fixed or still in the todo list.
#40
Calc Projects, Programming & Tutorials / Re: KILL CMND
November 26, 2016, 05:31:29 PM
Don't worry, you still beat the number of official keys, Topaze has 14 keys but only 12 officially :P
(except if I forgot some but I don't think so).
#41
Calc Projects, Programming & Tutorials / Re: KILL CMND
November 26, 2016, 05:21:59 PM
There are at least 14 buttons in Pokémon Topaze too. Maybe exactly 14 (so maybe you could beat that by adding just one more button), but at least 14.
#42
Lol yeah, I remember playing that one too :D
I didn't really like it (I liked the other Mario by Sam Heald more) but indeed, it would be funny if Nintendo said that was their inspiration, though I'd be surprised if they did :P
#43
Quote from: DJ Omnimaga on November 22, 2016, 07:05:05 PM
Well, to be honest, if you're gonna program anything with inline sprite data on a TI-84 Plus CE, unless you put your sprite data at the very end of the code (via a Call or Goto <lblName> instruction), then I don't recommend on-calc programming. It takes over 20 minutes to scroll past the sprite data. SO the on-calc argument is not as strong on color models as it was on monochrome ones, but it's still a good argument for smaller games.
Well, you could skip that data using PHASM's label menu.
#44
From my point of view, they are not just bridges between Basic and ASM (which C could be, depending on people's point of view), they're also nice oncalc languages (which C can't be). That's the main reason why I'd say ICE isn't irrelevant even if we consider the availability of C.
#45
Or just use strGet. See the Commands.html file for more info, but basically, put your strings one after the other separated with zeroes then use strGet to get a pointer to the Nth one.

[]->°TheStrings
"Yes"[00]
"No"[00]
"Toaster"[00]
"The Game"[00]
"Juju lost"[00]

Disp strGet(°TheStrings, 2)
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