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The great thing about hex is that it makes a lot more sense than Assembly does. It also eliminates the need for an Assembler, which are always problematic for me. The downside is calculating jumps...
Quote from: Qwerty.55 on January 22, 2011, 08:03:48 pmThe great thing about hex is that it makes a lot more sense than Assembly does. It also eliminates the need for an Assembler, which are always problematic for me. The downside is calculating jumps...And also memorizing (downside). When programming in Hex I always use all-program labels instead of byte-based labels.
Do you mean that you are doing "jp XXXX" instead or "jr XXXX"? The JP opcode uses one more byte than the JR oprcode, so it's not very efficient to always use that.
@Qwerty.55: Programming the calculator using hexadecimal machine code instructions is exactly the same as programming the calculator with assembly instructions, so I don't see how that makes more sense.
The problem in hex though is writing extremly massive games. I think reading E:SoR code in hex would start being hard.
Hehe...<.<>.>Time for another App...Oh, and it actually isn't too difficult to understand hex once you've used it long enough. I've been disassembling the TI-OS just by reading the hex and I've learned some useful things (like how to tell what model calc is being used, which areas of extra RAM are off limits, how ROM calls are handled) that kind of thing. If you happen to know which page the ROM call location is on, you can save a little speed (maybe a few hundred T-States) at the cost of a few extra bytes.But yeah, I'm not saying it's easy, though. It makes my brain hurt, but I can get through maybe a thousand bytes of code per hour, give or take depending on how complex the routines are. That is what I had to do when I made the font hook...
Quote from: Xeda112358 on January 23, 2011, 11:13:20 amHehe...<.<>.>Time for another App...Oh, and it actually isn't too difficult to understand hex once you've used it long enough. I've been disassembling the TI-OS just by reading the hex and I've learned some useful things (like how to tell what model calc is being used, which areas of extra RAM are off limits, how ROM calls are handled) that kind of thing. If you happen to know which page the ROM call location is on, you can save a little speed (maybe a few hundred T-States) at the cost of a few extra bytes.But yeah, I'm not saying it's easy, though. It makes my brain hurt, but I can get through maybe a thousand bytes of code per hour, give or take depending on how complex the routines are. That is what I had to do when I made the font hook... You're literally reading numbers as words