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[z80 ASM] How do 8.8 maths work ?
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Matrefeytontias
Axe roxxor (kinda)
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Axe roxxor
[z80 ASM] How do 8.8 maths work ?
«
on:
December 30, 2012, 02:11:28 pm »
Hi guys,
I already know how to do 16-bits multiplication and division in z80 ASM, but how to extend them to 8.8 fixed point ?
In fact there are two questions in one : how do 8.8 work (guess the title) and how do I implement them ?
Thanks by advance
«
Last Edit: December 30, 2012, 02:11:53 pm by Matrefeytontias
»
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All of the TI-z80 screenshots that I will post, unless I specifically mention that it's not the case, will run at 6 MHz.
Always
. If you find that unbelievable, you should check the last link of my sig
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Projects :
[Ndless3.1] nKaruga
,
[Axe] Worms (yes !)
,
[Ndless 3.1] F-Zero TrackSpire (dropped)
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[Ndless 3.1] nSpeedX 3D (paused)
,
[Ndless 3.1] nRayC, an easy-to-use raycasting (3D) engine in C for your Nspire ! (paused)
Proud author of :
[TI-8x] Jetpack 8x+
,
[TI-8x+] Gravity Walls
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[ASM for Axe] AxeDCS axiom for Axe programmers
,
[TI-8x+] WiredWorks : a SolidWorks on your Ti-83+/84+ !
,
[TI-8x+] Super Crate Box
,
[Axe] IkarugaX, an awesomely challenging danmaku/shoot-them-up for your TI-83+/84+ !
,
[ASM for Axe] AxeJh3D axiom, a very fast 3D ASM library for Axe coders !
If at a certain moment you think that I'm awesome, you can express it by
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jacobly
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Re: [z80 ASM] How do 8.8 maths work ?
«
Reply #1 on:
December 30, 2012, 03:53:27 pm »
Since 8.8 numbers are stored the same way as 16-bit integers, let x be the first value interpreted as an integer and y be the second value interpreted as an integer. Then x/256 is the first value interpreted as 8.8 and y/256 is the second value as 8.8. Additionally if z/256 is the result interpreted as an 8.8 value, then z mod 65536 is the result as a 16-bit integer.
z/256=x/256+y/256
z/256=(x+y)/256
z=x+y (Addition is exactly the same)
Spoiler
For
Example
:
add hl,de
z/256=x/256-y/256
z/256=(x-y)/256
z=x-y (Subtraction is exactly the same)
Spoiler
For
Example
:
or a
sbc hl,de
z/256=(x/256)*(y/256)
z/256=xy/65536
z=xy/256 (Multiplication result must be divided by 256)
Spoiler
For
Example
:
ld a,l
ld c,h
ld hl,0
ld b,16
Loop:
add hl,hl
rla
rl c
jr nc,Skip
add hl,de
adc a,0
Skip:
djnz Loop
ld l,h
ld h,a
ret
z/256=(x/256)/(y/256)
z/256=x/y
z=256x/y (First operand must be multiplied by 256)
Spoiler
For
Example
:
ld bc,16*256
ld a,l
ld l,h
ld h,c
Loop:
scf
rl c
rla
adc hl,hl
sbc hl,de
jr nc,Skip
add hl,de
dec c
Skip:
djnz Loop
ret
z/256=√(x/256)
z=√x/√256*256
z=√x/16 (Square Root result must be divided by 16)
Spoiler
For
Example
:
ld b,12
ld a,h
ld c,l
ld de,0
ld h,d
ld l,e
Loop:
sub $40
sbc hl,de
jr nc,Skip
add a,$40
adc hl,de
Skip:
ccf
rl e
rl d
sla c
rla
adc hl,hl
sla c
rla
adc hl,hl
djnz Loop
ex de,hl
ret
Of course, these are all unsigned. Changing to signed is almost identical to changing integer math to signed.
Edit:
Mixed up h and l at the beginning of the multiply routine.
«
Last Edit: December 30, 2012, 07:11:25 pm by jacobly
»
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Matrefeytontias
Axe roxxor (kinda)
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Posts: 1982
Rating: +310/-12
Axe roxxor
Re: [z80 ASM] How do 8.8 maths work ?
«
Reply #2 on:
December 30, 2012, 04:03:42 pm »
Oh okay, it's in fact a multiplication/division involving a 24-bits number which is either for the multiplication the result or for the division the first operand. That's it ?
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/\ >< [- |_| _\~ [- /?
All of the TI-z80 screenshots that I will post, unless I specifically mention that it's not the case, will run at 6 MHz.
Always
. If you find that unbelievable, you should check the last link of my sig
Nerdiness
Projects :
[Ndless3.1] nKaruga
,
[Axe] Worms (yes !)
,
[Ndless 3.1] F-Zero TrackSpire (dropped)
,
[Ndless 3.1] nSpeedX 3D (paused)
,
[Ndless 3.1] nRayC, an easy-to-use raycasting (3D) engine in C for your Nspire ! (paused)
Proud author of :
[TI-8x] Jetpack 8x+
,
[TI-8x+] Gravity Walls
,
[ASM for Axe] AxeDCS axiom for Axe programmers
,
[TI-8x+] WiredWorks : a SolidWorks on your Ti-83+/84+ !
,
[TI-8x+] Super Crate Box
,
[Axe] IkarugaX, an awesomely challenging danmaku/shoot-them-up for your TI-83+/84+ !
,
[ASM for Axe] AxeJh3D axiom, a very fast 3D ASM library for Axe coders !
If at a certain moment you think that I'm awesome, you can express it by
giving me one more Internet (>^_^)>
jacobly
LV5
Advanced (Next: 300)
Posts: 205
Rating: +161/-1
Re: [z80 ASM] How do 8.8 maths work ?
«
Reply #3 on:
December 30, 2012, 04:08:20 pm »
Pretty much
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Matrefeytontias
Axe roxxor (kinda)
LV10
31337 u53r (Next: 2000)
Posts: 1982
Rating: +310/-12
Axe roxxor
Re: [z80 ASM] How do 8.8 maths work ?
«
Reply #4 on:
December 30, 2012, 06:09:26 pm »
It seems that your multiply routine doesn't work... I tried :
ld hl,$0180
ld de,$0200
call HLtimesDE88
bcall DispHL
It displayed 2 instead of 3.
Logged
/\ >< [- |_| _\~ [- /?
All of the TI-z80 screenshots that I will post, unless I specifically mention that it's not the case, will run at 6 MHz.
Always
. If you find that unbelievable, you should check the last link of my sig
Nerdiness
Projects :
[Ndless3.1] nKaruga
,
[Axe] Worms (yes !)
,
[Ndless 3.1] F-Zero TrackSpire (dropped)
,
[Ndless 3.1] nSpeedX 3D (paused)
,
[Ndless 3.1] nRayC, an easy-to-use raycasting (3D) engine in C for your Nspire ! (paused)
Proud author of :
[TI-8x] Jetpack 8x+
,
[TI-8x+] Gravity Walls
,
[ASM for Axe] AxeDCS axiom for Axe programmers
,
[TI-8x+] WiredWorks : a SolidWorks on your Ti-83+/84+ !
,
[TI-8x+] Super Crate Box
,
[Axe] IkarugaX, an awesomely challenging danmaku/shoot-them-up for your TI-83+/84+ !
,
[ASM for Axe] AxeJh3D axiom, a very fast 3D ASM library for Axe coders !
If at a certain moment you think that I'm awesome, you can express it by
giving me one more Internet (>^_^)>
jacobly
LV5
Advanced (Next: 300)
Posts: 205
Rating: +161/-1
Re: [z80 ASM] How do 8.8 maths work ?
«
Reply #5 on:
December 30, 2012, 07:11:54 pm »
Fixed.
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Matrefeytontias
Axe roxxor (kinda)
LV10
31337 u53r (Next: 2000)
Posts: 1982
Rating: +310/-12
Axe roxxor
Re: [z80 ASM] How do 8.8 maths work ?
«
Reply #6 on:
December 30, 2012, 07:21:20 pm »
It works, thanks
(I think I could correct myself but it's 1 am
)
Logged
/\ >< [- |_| _\~ [- /?
All of the TI-z80 screenshots that I will post, unless I specifically mention that it's not the case, will run at 6 MHz.
Always
. If you find that unbelievable, you should check the last link of my sig
Nerdiness
Projects :
[Ndless3.1] nKaruga
,
[Axe] Worms (yes !)
,
[Ndless 3.1] F-Zero TrackSpire (dropped)
,
[Ndless 3.1] nSpeedX 3D (paused)
,
[Ndless 3.1] nRayC, an easy-to-use raycasting (3D) engine in C for your Nspire ! (paused)
Proud author of :
[TI-8x] Jetpack 8x+
,
[TI-8x+] Gravity Walls
,
[ASM for Axe] AxeDCS axiom for Axe programmers
,
[TI-8x+] WiredWorks : a SolidWorks on your Ti-83+/84+ !
,
[TI-8x+] Super Crate Box
,
[Axe] IkarugaX, an awesomely challenging danmaku/shoot-them-up for your TI-83+/84+ !
,
[ASM for Axe] AxeJh3D axiom, a very fast 3D ASM library for Axe coders !
If at a certain moment you think that I'm awesome, you can express it by
giving me one more Internet (>^_^)>
blue_bear_94
LV8
Addict (Next: 1000)
Posts: 801
Rating: +25/-35
Touhou Enthusiast / Former Troll / 68k Programmer
Re: [z80 ASM] How do 8.8 maths work ?
«
Reply #7 on:
December 30, 2012, 08:43:44 pm »
Try getting a 32-bit result, and take the middle 2 bytes.
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[z80 ASM] How do 8.8 maths work ?