Author Topic: Coding ASM by hand  (Read 14046 times)

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Offline DJ Omnimaga

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Re: Coding ASM by hand
« Reply #30 on: November 17, 2010, 02:38:16 pm »
Well, you can not split bytes... You have to keep an even number of hex digits on each line, but otherwise, it is fine.
Wait so if the first line has 4 bytes the rest must be 4 bytes each too? That sucks. X.x

Offline Xeda112358

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Re: Coding ASM by hand
« Reply #31 on: November 17, 2010, 02:42:51 pm »
Oh, no I just meant each line needs an even number of digits. You cannot use 5 digits on a line. My code right now for a routine looks like this:
Code: [Select]
AsmPrgm
211C00
011000

3E10110000
29EBED6AEBF57AB820027BB938052CEBED42EBF13D20E9

EBEF0745C9

Offline DJ Omnimaga

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Re: Coding ASM by hand
« Reply #32 on: November 17, 2010, 02:52:30 pm »
Oh ok, I see what you mean now. I guess it's understandable since one byte is 2 hex digits.

EDIT: By the way what's the largest hex program you ever typed?
« Last Edit: November 17, 2010, 02:52:52 pm by DJ Omnimaga »

Offline ztrumpet

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Re: Coding ASM by hand
« Reply #33 on: November 17, 2010, 05:41:50 pm »
This program looks neat. :)

Xeda, you're such a beast!  Mad props to you for doing it by hand, wow. ;D

Offline Xeda112358

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Re: Coding ASM by hand
« Reply #34 on: November 17, 2010, 06:40:08 pm »
My largest program... hang on lemme check (it is between EnPro and SpriteLib)
SpriteLib=1356 bytes
EnPro=1872 bytes

EnPro was completely on calc. For SpriteLib, I make use of the spreadsheet for the final product, but everything is programmed on the calc first.

Offline Deep Toaster

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Re: Coding ASM by hand
« Reply #35 on: November 17, 2010, 06:43:33 pm »
Xeda, that is amazing. Hex programming is extremely hard, especially with the TI-BASIC editor. Do you keep comments and stuff on the side?




Offline Xeda112358

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Re: Coding ASM by hand
« Reply #36 on: November 17, 2010, 06:50:39 pm »
Whenever I make a call I usually add it to my .txt document that I keep for calls and routines, but I typically don't ever forget what snippets of code do. Every once in a while, when I convert my codes to mnemonics, I make thorough notes for every line.

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Re: Coding ASM by hand
« Reply #37 on: November 17, 2010, 06:51:39 pm »
Whenever I make a call I usually add it to my .txt document that I keep for calls and routines, but I typically don't ever forget what snippets of code do. Every once in a while, when I convert my codes to mnemonics, I make thorough notes for every line.

Wow. Do you use Calcsys to check the disassembly, at least?




Offline Xeda112358

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Re: Coding ASM by hand
« Reply #38 on: November 17, 2010, 06:56:28 pm »
Actually, the only time I used it was before I learned assembly with the hopes that I could learn that way. Numbers are easier for me to use. By the way, I am probably high functioning autistic, so I got pretty lucky and I have a form of synesthesia that connects with emotions, so numbers mean a lot to me. Those may be reasons for why I have such an affinity for hex programming.

Offline DJ Omnimaga

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Re: Coding ASM by hand
« Reply #39 on: November 18, 2010, 08:50:15 pm »
My largest program... hang on lemme check (it is between EnPro and SpriteLib)
SpriteLib=1356 bytes
EnPro=1872 bytes

EnPro was completely on calc. For SpriteLib, I make use of the spreadsheet for the final product, but everything is programmed on the calc first.
Nice, I wonder how hard it is to write a game that way.

Offline Xeda112358

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Re: Coding ASM by hand
« Reply #40 on: November 18, 2010, 08:54:37 pm »
It depends on how complex it is. Unfortunately, I stopped making games over a year ago and I haven't had the creative juice for one since.

Offline DJ Omnimaga

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Re: Coding ASM by hand
« Reply #41 on: November 18, 2010, 08:55:35 pm »
Starcraft. Phoenix.

Sorry to hear, though. :(
« Last Edit: November 18, 2010, 08:56:04 pm by DJ Omnimaga »