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Messages - p2

#1831
Other / Re: The funny quote thread (NSFW)
August 24, 2016, 03:58:33 PM
I have no idea how this could have happened xD

Quote from: c4ooo on August 11, 2016, 03:15:28 PM
Hmm.... "p2"... that name sounds familiar...
Ohh yea you are that guy who had the MLP anti-SOPA image in your signature :trollface:

Anyways, hopefully you actually stick around, unlike 99% of " returning" members who leave again after a few months <_<

QuoteDJ Omnimaga   It's possible the upload guy just remade the entire song from scratch at a lower pitch using his own samples too, because the kickdrum sounds like one of the FL Studios default kickdrums   07:48:39
JWinslow23   PI IS WRONG = I SEE NUMBERS = THE CODE IS TAU = 130   07:51:23
JWinslow23   Use the obvious A=1, B=2, etc, it matches   07:51:37
JWinslow23   Also, A CORRECT CIRCLE CONSTANT = THE NUMBER EQUAL TO TAU = 239 :P   07:51:48
JWinslow23   Hey   07:51:52
c4ooo      WAIT   08:32:29
c4ooo      PT_ AND p2 ARE TWO DIFFERENT PEOPLE   08:33:09
PT_         Duh   08:33:15
PT_         it took so long to figure that out??   08:33:33
c4ooo      Yep :P   08:33:49
PT_         wow   08:33:57
c4ooo      When I was talking to p2 last night I thought he wsd the "ice compiler guy" :P   08:34:56
PT_         :trollface:   08:35:05
notipa      bleh   08:54:34
notipa      i feel unfantastic and i don't know why   08:54:43
p2         hey c4ooo, nice to meet you :)   09:22:17
p2         I'm called "p2"   09:22:24
p2         and by the way...   09:22:26
p2         you were often chatting with me and PT_ at the same time!? xD   09:22:47

Quote
Hayleia   well what was your code exactly?   17:37:33
c4ooo   Idk i think i PMed runer with it   17:37:44
p2      hey Hayleia  :)   17:39:37
c4ooo   WAIT WAIT WAIT   17:40:53
c4ooo   P2   17:40:57
c4ooo   I JUST REALIZED WHO YOU ARE   17:41:10
c4ooo   your that guy from omni   17:41:15
c4ooo   LOLOLOL xD   17:41:18
p2      seriously...? O.o   17:41:36
c4ooo   right? Tongue   17:41:43
p2      I AM!?   17:41:48
p2      thought you realized that just after realizing I wasn't liek PT_'s clone or something!?   17:42:10
c4ooo   lol no   17:42:17
p2      xD   17:42:25
p2      @Hayleia So you're saying I should use these interrupts to separate my program parts, not put them in extra files? That's gonna be annoying since I got to scroll down all this stuff hundreds of times XD   17:43:10
c4ooo   lol after i replied to your post on the thread for new members i completely forgot who you were? Tongue   17:43:26

#1832
Hey guys,
As some of you might already know, I haven't used axe for a couple of years and forgot almost everything about it  :'(
So now I'm trying to relearn axe and wanted ot ask you how I could improve the following code I wrote...
It's ment to be a player (just a square) kickign arount a Ball (a nice circle) with workign colission and gravty stuff...
I'm really sorry but I got no GIF to upload yet, hope you still understand what the code should do...  :(

[spoiler=Main Program].TRY07AXE
ClrDraw
[3C7EFFFFFFFF7E3C]->Pic01
[FF818181818181FF]->Pic02
.L1{0,2, 4, 6
.L1{X,Y,vX,vY
1000->{L1+0}^r
1000->{L1+2}^r
200->{L1+4}^r
100->{L1+6}^r
.Direction(X,Y)=T,U
1->T->U
.Pos Player *100 = V,W
5000->V
1000->W
.Gravitation=G
0->G
.N=NotCollide to prevent double collision
0->N
.C=Counter
0->C
Repeat getKey(15)
C++
ClrDraw
Pt-On({L1+0}^r/100,{L1+2}^r/100,Pic01)
Pt-On(V/100,W/100,Pic02)
DispGraph
{L1+0}^r+({L1+4}^r*T)->{L1+0}^r
{L1+2}^r+({L1+6}^r*T)->{L1+2}^r
prgmTRY07MOV
prgmTRY07COL
prgmTRY07GRV
End
[/spoiler]

[spoiler=Program for players Movement]..TRY07MOV
.DownArrowKey
If getKey(1) and (W<5600):W+100->W:End
.LeftArrowKey
If getKey(2) and (V>0):V-100->V:End
.RightArrowKey
If getKey(3) and (V<8600):V+100->V:End
.UpArrowKey
If getKey(4) and (W>0):W-100->W:End
[/spoiler]

[spoiler=Program for colission and stuff]..TRY07COL
.DOUBLECOLLIDE
N-1->N:If N=(0-1):0->N:End
.COLIDE
.Top Left
If (N=0) and (({L1+0}^r/100)>=((V/100)-7)) and (({L1+0}^r/100)<=((V/100)-6)) and (({L1+2}^r/100)>=((V/100)-7)) and (({L1+2}^r/100)<=((V/100)-6)):{L1+4}^r+80->{L1+4}^r:{L1+6}^r+80->{L1+6}^r:(0-1)->T->U:5->N:0->G:End
.Top Right
If (N=0) and (({L1+0}^r/100)>=((V/100)+7)) and (({L1+0}^r/100)<=((V/100)+7)) and (({L1+2}^r/100)>=((V/100)-7)) and (({L1+2}^r/100)<=((V/100)-6)):{L1+4}^r+80->{L1+4}^r:{L1+6}^r+80->{L1+6}^r:1->T:(0-1)->U:5->N:0->G:End
.Bottom Left
If (N=0) and (({L1+0}^r/100)>=((V/100)-7)) and (({L1+0}^r/100)<=((V/100)-6)) and (({L1+2}^r/100)>=((V/100)+6)) and (({L1+2}^r/100)<=((V/100)+7)):{L1+4}^r+100->{L1+4}^r:{L1+6}^r+100->{L1+6}^r:(0-1)->T:1->U:5->N:End
.Bottom Right
If (N=0) and (({L1+0}^r/100)>=((V/100)+6)) and (({L1+0}^r/100)<=((V/100)+7)) and (({L1+2}^r/100)>=((V/100)+6)) and (({L1+2}^r/100)<=((V/100)+7)):{L1+4}^r+100->{L1+4}^r:{L1+6}^r+100->{L1+6}^r:1->T->U:5->N:End
.Top
If (N=0) and (({L1+0}^r/100)>=((V/100)-5)) and (({L1+0}^r/100)<=((V/100)+5)) and (({L1+2}^r/100)>=((V/100)-8)) and (({L1+2}^r/100)<=((V/100)-6)):{L1+6}^r+100->{L1+6}^r:(0-1)->U:5->N:0->G:End
.Left
If (N=0) and (({L1+0}^r/100)>=((V/100)-8)) and (({L1+0}^r/100)<=((V/100)-7)) and (({L1+2}^r/100)>=((V/100)-5)) and (({L1+2}^r/100)<=((V/100)+5)):{L1+4}^r+80->{L1+4}^r:5->N:If ({L1+2}^r>5500):(0-1)->U:{L1+6}^r+80->{L1+6}^r:{L1+4}^r+20->{L1+4}^r:End:End
.Right
If (N=0) and (({L1+0}^r/100)>=((V/100)+7)) and (({L1+0}^r/100)<=((V/100)+8)) and (({L1+2}^r/100)>=((V/100)-5)) and (({L1+2}^r/100)<=((V/100)+5)):{L1+4}^r+80->{L1+4}^r:5->N:If ({L1+2}^r>5500):(0-1)->U:{L1+6}^r+80->{L1+6}^r:{L1+4}^r+20->{L1+4}^r:End:End
.Bottom
If (N=0) and (({L1+0}^r/100)>=((V/100)-5)) and (({L1+0}^r/100)<=((V/100)+5)) and (({L1+2}^r/100)>=((V/100)+7)) and (({L1+2}^r/100)<=((V/100)+8)):1->U:G/5+{L1+6}^r/2+50->{L1+6}^r:0->G:End
.BORDERS
.Left
If ({L1+0}^r<100) or ({L1+0}^r>(0-1000)):100->{L1+0}^r:1->T:End
.Right
If ({L1+0}^r>8600):8600->{L1+0}^r:(0-1)->T:End
.Top
If ({L1+2}^r)<100):100->{L1+2}^r:1->U:({L1+6}^r/2)->{L1+6}^r:End
.Bottom
If ({L1+2}^r)>5600):5600->{L1+2}^r:(0-1)->U:((G/10)+{L1+6}^r)->{L1+6}^r:0->G:End
[/spoiler]

[spoiler=Program fpr gravity]..TRY07GRV
.Friction
If {L1+4}^r>50:{L1+4}^r+99/100->{L1+4}^r:Else:If {L1+4}^r<20:If (C/4+4)=C:{L1+4}^r*99/100->{L1+4}^r:End:Else:If (C/2+2)=C:{L1+4}^r*99/100->{L1+4}^r:End:End:End
.Slow down and speed up
If U=1:{L1+6}^r*102->{L1+6}^r:Else:{L1+6}^r*97->{L1+6}^r:End:{L1+6}^r/100->{L1+6}^r
.Add Gravity
G+3->G:G/10+{L1+2}^r->{L1+2}^r
[/spoiler]

Aaand explanations:
You're a square kicking arount a circle....
{L1+0}^r = X-pos ball
{L1+2}^r = Y-pos ball
{L1+4}^r = X-speed ball
{L1+6}^r = Y-Speed ball
T = Direction X-Movement ball (1 or -1)
U = Direction Y-Movement ball (1 or -1)
V = X-Pos player
W = Y-Pos player
C = Counter (add 1 each loop in main program so I can use it for executing stuff every 2 or every 4 rounds)
N = No-collide (counter for how many "rounds" it's gonna ignore colission stuff. To prevent trigering the colusion twice at once)
G = Gravitation (always rising and reset/changed by colissions)

Important: All graphic-related stuff is multiplied with 100... So I't wirking with a 9600x6400 screen and a Speed of 100 means 1px movement per round.
That's where all the /100 is coming from :)
[spoiler=Where the strange numbers in Colission come from]


These numbers seem a bit strange because it's actually the positions for the coliding object:
It's the top-left coordinates of an 8x8 image (the ball in this case) that collides with these zones (marked orange and green).
The darked boxes are the border of the player itself (just a square)

I used this for colission in order to bet the edges working well, too and also to prevent a colision from not being detected
(for example if the ball is faster than 1px/round and "jumps" inside the player)


I really hope you understand what I mean... :/


[/spoiler]


I plan on moving all teh vars inside L1, add a second player, add Goals and add the gravity for players, too (so you got a realistic jump isntead of just floating around).
Still It'll be a crappy game, but it's just for learning purposes not for being published or something ^^

Pls dont hate me for writing such crappy code - this is my first attempt after more than 4 years... :(

Edit: Fixed a typing mistake in Gravitation program... accidentally used '+' instead of '*' there...
#1833
Hardware / Re: The WalrusLink Project
August 24, 2016, 09:33:39 AM
Axe completely ignores the keyboard (already tried it out myself).
It only works in the homescreen.
DarkestEx's explanation was that Axe didnt support the necessary drivers for the I/O-Port to work with the keyboard :)
#1834
Other / Re: The funny quote thread (NSFW)
August 24, 2016, 09:29:35 AM
DJ Omnimaga: We should add a section in CodeWalrus for translations  ???
Like you upload any text/dialogue/instructions in english and other members translate it into their languages ;)
This should make it much easier to support lanugage settings in programs any of us develop ;)
#1835
ouch... :(
At least you still got your 84+SE ^^

Btw... now they started this stupid T series with no asm support... Did they stop production of the old series like 84+SE and 84+ or can you still buy new ones from TI?
#1836
Allow me to quote your profile :3
Quote from: DJ's ProfileTI-83+ (broken), TI-83+ (broken), TI-83+SE (broken), TI-84+,

. . .  9_9
#1837
dont need any now ones at the moment but anyways that really sucks :P
(still got 83+, 84+, 84+SE, 84+SE[TE] so I got enough ^^)
#1838
What were the two cables? Could be interesting for others if they ever were in a similar situation :)
#1839
Hardware / Re: The WalrusLink Project
August 23, 2016, 10:04:36 AM
the first idea was to make the TI keyboard work for axe. Then we thought about real keyboards since the TI keyboard sucks ^^
btw the ti keyboard isn't supported by axe so just using this protocoll won't be enough :/

Quote from: DJ Omnimaga on August 23, 2016, 04:29:30 AM
Hm it would be interesting to see this in action. Would this require the calculator to do extra processing that can potentially slow down program execution? The tokens thing is interesting too, although it might get annoying in some cases, such as if for example someone tries to type the word Answer in his code, only to see it automatically replaced by Ans+w+e+r.
We thought about toggeling this with capslock or maybe an extra button on the device so you could easily switch between code and text mode :)
#1840
Other / Re: The funny quote thread (NSFW)
August 23, 2016, 09:55:42 AM
Quote from: Juju on August 23, 2016, 04:45:01 AM
Sorry für die Google übersetzen Antworten, aber das ist interessant. Gibt es viele deutsche Lautsprecher hier?
"deutsche Lautsprecher" means computer-speakers built in germany...  :thumbsup:
Google translator is just great ^^
what he ment was "are there many guys speaking german around?" ^^
#1841
Other / Re: Custom Windows Button
August 23, 2016, 09:49:22 AM
I use ClassicShell to replace the image so it's required, yes. There are other tools tho but ome of them are just as risky and buggy as custom boot animations... :/
#1842
and again Texas Instruments makes me hate them even more...  <_<
I still dont really understand why they don't just ignore or even support communities like ours since we're the biggest fans of their products ever ???

So if I buy a 84+ or 84+-se and watch out not to get a -t version, there won't be any problems?
#1843
PC, Mac & Vintage Computers / Re: Programming Ideas
August 23, 2016, 01:15:31 AM
Well you could still stick to this awesome sccript of the reptiloid queen replacing the evil queen and the main caracter then replacing both in order to take over the universe... But I guess then it woud be lame since I already spoilerned how it'd end...  :banghead:

[spoiler=alternative idea]Or maybe the queen got an evil twin sister that keeps the real queen imprisoned so she can be queen herself? ;)
[/spoiler]

I'd love to see a couple more crazy games and I got to admit a mutant queen is a great idea  :thumbsup:
#1844
PC, Mac & Vintage Computers / Re: Programming Ideas
August 23, 2016, 12:59:32 AM
actually both but especially the queen  ;D
#1845
Other / Re: Allgemeiner deutscher Chat
August 23, 2016, 12:54:17 AM
Bin dabei  :thumbsup:
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