Author Topic: please help me with fixed-point math  (Read 9983 times)

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Offline thepenguin77

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Re: please help me with fixed-point math
« Reply #15 on: May 26, 2011, 04:12:34 pm »
As far as I can tell, that will work. Of course you should test it a few times ;)
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Offline ben_g

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Re: please help me with fixed-point math
« Reply #16 on: May 26, 2011, 04:14:43 pm »
Is there any rom call to write a signed number to the screen?
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Offline thepenguin77

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Re: please help me with fixed-point math
« Reply #17 on: May 26, 2011, 04:22:10 pm »
No, you'll have to do that yourself. You can either convert it to decimal yourself, which is what I do, or you can make it positive, put out a negative sign if needed, then use bcall(_dispHL). But that will look ugly.
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Offline ben_g

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Re: please help me with fixed-point math
« Reply #18 on: May 30, 2011, 04:12:09 pm »
How can i generate a signed LUT for my sine routine?

and how can I calculate the square root of fixed-point numbers? Can this be done by using an 8-bit square-root routine?
« Last Edit: June 01, 2011, 04:11:46 pm by ben_g »
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 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
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 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
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- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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