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Haha, I remember this thread. If I remember correctly, one thing I didn't like about that clock was that the minute hand only moved every minute. In the one I wrote, the minute hand has a few intermediate positions each minute. Although mine flashes every seconds, and I don't think I ever got around to fixing that.

Re: Analog(ue) Clock Display by bsch2734bsch2734, 29 Mar 2020 04:03

I've been poking around the wiki a bit to find good analog clocks, and I found one I like. I saw and noticed some optimizations that could be made. The original program was 747 bytes, and now it is 676 bytes. Saved 71 bytes, increased performance in the digital clock and analog clock.

Changes made:

  • Removed extra End command on line 23, caused a SYNTAX error.
  • Changed the space on line 20 to a '>', to show what the user selected. Nothing was there before, so the space character didn't show anything that the user selected. It doesn't take extra memory.
  • Moved the second colon on line 40 to under Lbl 2 in the digital clock to improve speed.
  • Changed lines 87-89 and put them in a For( loop.

I just decided to do this, I like optimizing random programs. And wow, this (account deleted) guy has spammed the living crap out of that thread lol


𝔹𝕚𝕠_ℍ𝕒𝕫𝕒𝕣𝕕𝟙𝟚𝟠𝟚
https://discord.gg/ec38pyz

I used both ZStandard and ZSquare (EDIT: in that order). So the Xmin is -16 and the Xmax is 16.

Re: TI-84+CE Pong by XillinXillin, 27 Mar 2020 06:29

We also have the Pong and my own Pong CE pages, if you want some examples. I believe I implemented motion by using specific variables for the start and end points of the line, then checked for input at the beginning of the loop, and then used conditionals to update the position of the line. I would just check to see if the variables you are using are being updated properly or not.

Re: TI-84+CE Pong by Myles_ZadokMyles_Zadok, 26 Mar 2020 16:58

If you're using ZStandard, you have problems. The Xmin, Xmax, Ymin, and Ymax are -10 and 10, respectively. This line of code Line(-15, A, -15, A-4, 20 is set to show on -15 (x) when the Xmin is -10. So it won't show.
Be sure to organize your conditionals in parenthesis so the calculator can read your program correctly.

If you want, you can try out and experiment with my version of Pong:

ClrHome
AxesOff
ZStandard
2→Y:0→A:Ans→B:0→S        //Y is the paddle Y-coord, A and B are the ball coords.
1→O:0→P:.25→R                //O and P are the ball directions. For O, 1 is right and 0 is left. For P, 1 is up and 0 is down. R is how much the B-coord will advance. To make the game fun, it gets harder over time.
Line(Xmin,Y,Xmin,Y-4,1,BROWN,1
TextColor(GREEN   //Set Text color
Text(0,3,0

Repeat K=45 or (A=-10 and (B>Y or B<Y-4
Line(Xmin,Y,Xmin,Y-4,1,BROWN,1   //Paddle
Repeat Ans or (A=-10 and (B>Y or B<Y-4
Pt-Off(A,B,3    //Turn off Ball
A+(O)-(not(O→A
If max(Ans={Xmin,Xmax
not(O→O
B+R(P)-R(not(P→B
If Ans>=Ymax or Ans<=Ymin
not(P→P
Pt-On(A,B,3,RED    //Turn ball on
If A=Xmin and B<=Y and B>Y-4:Then
R+.02→R:S+1→S    //Increase score by one and make game slightly harder
Text(0,3,Ans
End
getKey
End:Ans→K
Line(Xmin,Y,Xmin,Y-4,0
max(-6,min(Ymax,Y+2(K=25)-2(K=34→Y    //Move paddle by two
End
ClrDraw:ClrHome
"SCORE: "+toString(S    //Display score

Ah, yes. My Zinogre brethren approves this program.


𝔹𝕚𝕠_ℍ𝕒𝕫𝕒𝕣𝕕𝟙𝟚𝟠𝟚
https://discord.gg/ec38pyz

Re: TI-84+CE Pong by Bio_Hazard1282_rPi3Bio_Hazard1282_rPi3, 26 Mar 2020 16:23

Sorry, forgot to mention that. I used ZStandard then ZSquare

Re: TI-84+CE Pong by XillinXillin, 26 Mar 2020 00:12

For simpler movement, you can use instead:

max(-6,min(10,A+(K=24)-(K=25→A

What is the graph screen setup? I don't see any initialization at the beginning of your code, so I assume you are using ZStandard?

I'll make my own code later, I'll help you a bit


𝔹𝕚𝕠_ℍ𝕒𝕫𝕒𝕣𝕕𝟙𝟚𝟠𝟚
https://discord.gg/ec38pyz

Re: TI-84+CE Pong by Bio_Hazard1282_rPi3Bio_Hazard1282_rPi3, 25 Mar 2020 14:04

So I decided to try and make a single player pong program but ran into an issue. I'm using a repeat loop to have the ball move across the screen, which works fine, but when I try to move the line up and down (for the ball to bounce of off) it doesn't work. Is this because getKey gets reset when the loop ends, or is there some other issue I'm missing?

2→A         //height of the line
0→X         //X-coor of the ball
0→Y         //Y-coor of the ball
-1→S       //direction of the ball (left/right)
.1→T       //direction of the ball (up/down)
Line(-15, A, -15, A-4
Repeat X=-16
Pt-Off(X, Y, 3
X+S→X
Y+T→Y
Pt-On(X,Ans,3
Line(-15, A, -15, A-4, 20
min(10, max(-6, A+sum(ΔList(getKey={34, 25→A            //got the idea for this from the wiki's movement page, makes sure the line doesn't go off the screen
Line(-15, A, -15, A-4
If X=15 or X=-15 and Y≤A and Y≥A-4
-S→S
If Y=10 or Y=-10
-T→T
End
Text(10, 10, "YOU LOSE! :(
Ti-84+CE Pong by XillinXillin, 25 Mar 2020 08:31

Thanks for the help. I can't believe I didn't see the obvious. 1000IQ here.


𝔹𝕚𝕠_ℍ𝕒𝕫𝕒𝕣𝕕𝟙𝟚𝟠𝟚
https://discord.gg/ec38pyz

I'm trying to make yet another program, and I'll explain how this program runs.

The user sees numbers 0-9 (based on the keypad) on the graph screen. The user has to press those numbers very quickly. It starts slow and gets faster over time. If the user misses a number for too long they lose. If they hit the key quickly enough, the number vanishes from the graph screen and the user continues to wait. If they hit it quickly enough, their score increments by one. Sort of those bash-it games from arcades. Two main lists are used. One to see if a value is going up or not. The second list for the values increasing. How can I increase all the values in the list at once without using a slow loop? Will seq( work?

EXAMPLE:

L₁ = {0,1,0,0,1,0,0,1,1}
L₂ = {0,3,0,0,4,0,0,6,8}

Only elements 2, 5, 8, and 9 increase if those same elements in the first list are 1

𝔹𝕚𝕠_ℍ𝕒𝕫𝕒𝕣𝕕𝟙𝟚𝟠𝟚
https://discord.gg/ec38pyz

Well that's ????rowSwap(?-???mean(???? or rowSwap(?????▶DMS4???????:"xFiles 1.02????? .


𝔹𝕚𝕠_ℍ𝕒𝕫𝕒𝕣𝕕𝟙𝟚𝟠𝟚
https://discord.gg/ec38pyz

You can surf around here on this wiki for TI-Nspire stuff
http://tibasicdev.wikidot.com/nspire:home

I do not believe Lua applies to TI-Nspire programming.


𝔹𝕚𝕠_ℍ𝕒𝕫𝕒𝕣𝕕𝟙𝟚𝟠𝟚
https://discord.gg/ec38pyz

Scuseaami (guest) 19 Mar 2020 17:27
in discussion Forum 101 / Community Introductions » Malagas_Fire wants to learn TI Nspire CXII BASIC

use lua

by Scuseaami (guest), 19 Mar 2020 17:27

Hi Everyone

In the past used a ti89 for automate electronics calculation using BASIC language to avoid repetition.
Now got a brand TI cxii-T Nspire, since the ti89 is under repair and would like to learn some BASIC related to Nspire to re-create programs for automated calcs to ease at work and jobs.

Would like to learn more of BASIC Nspire for CXII-T since it differs a lot from the ti89 in OS and programming. Manual is good but doesn't cover all scenarios.

Best Regards,

Feel free to contribute to this on GitHub.


𝔹𝕚𝕠_ℍ𝕒𝕫𝕒𝕣𝕕𝟙𝟚𝟠𝟚
https://discord.gg/ec38pyz

by Bio_Hazard1282_rPi3Bio_Hazard1282_rPi3, 17 Mar 2020 17:11

Luckily for you, I took good notes on the CE when I used it for the first time.

Graph dimension: 165x265 pixels
Home Dimension: 10x26 units
Text spacing:
    12 down, 8 across (small)
    15 down, 12 across (home)
      Set text y-coordinates in multiples of 12 (0 [start at 0 for very top and 156 for very bottom], 12, 24, 36, 48, ...)

On the monochrome calculators, text on the graph screen is…

Graph dimension: 62x94 pixels
Home Dimension: 8x16 units
Text spacing:
    6 down, 4 across (small)
    8 down, 6 across (home)
      Set text y-coordinates in multiples of 6 (0 [start at 0 for very top and 54 for very bottom], 6, 12, 18, 24, ...)

So if the y-coordinates on the graph screen are in multiples of 6, change them to multiples of 12.
Hope this helps!

If you need examples, here are a few…

If the y-coord on this text command is this:
Text(24,18,"Santiago

Change it to:

Text(48,18,"Santiago

You may want to adjust the x-coordinates on the text so they all don't appear to be on the more-left side of the screen.


𝔹𝕚𝕠_ℍ𝕒𝕫𝕒𝕣𝕕𝟙𝟚𝟠𝟚
https://discord.gg/ec38pyz

yeah, just don't know how to fix the overlapping txt for the ce

In TI-BASIC you'll have a difficult time, but with some help with assembly and a computer to do the actual compressing, you could probably manage it :)

In this program, I included a python utility that compresses files and then you use an on-calc program to decompress.

In that program, the decompression is only intended for pic vars, but that is easy-ish to fix. The compression program takes any kind of data, though, so for example, I copied this thread's text and it compressed it to 65% of the original size.

EDIT: Erp, accidentally submitted.

Anyways, there are compression routines specifically targeted toward text compression, and you could probably see much better results. For example, some routines can average better than 85% as the size tends to inifinity. That's pretty wild.

To sum up: With a computer and an on-calc assembly program, you could possibly achieve this for relatively small books :)


Z80 Assembly>English>TI-BASIC>Python>French>C>0

Re: Compression by Xeda ElnaraXeda Elnara, 14 Mar 2020 17:05
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