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Axe / Re: Axe Q&A
« on: May 20, 2016, 02:02:20 pm »
Axiom are compiled asm code. They aren't axe code compilated (altough that would be cool).
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Axe / Re: Axe Q&A« on: May 20, 2016, 02:02:20 pm »
Axiom are compiled asm code. They aren't axe code compilated (altough that would be cool).
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TI Z80 / Re: Really fast 9-level grayscale« on: August 06, 2015, 11:04:33 am »
Nice. So the r register is free for any usage ? That could be usefull. (Of course there is the per M1 States increase, but I guess it is ok). 3
TI Z80 / Re: Really fast 9-level grayscale« on: August 06, 2015, 08:30:34 am »
This definitly sound interesting. I wonder however how the r register is used. It look like you manually set it up with your value (46h). However, won't that cause some part of RAM to stop refreshing and goes random ?
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Axe / Re: Flagged! Axiom« on: May 10, 2015, 02:20:13 pm »Quote I'm currently porting a big project from BASIC to Axe, and I needed to store flags (for account managing). That's when I realized that Axe lacks bit support ({A}e0 works fine, but there's nothing like 1->{A}e0 to set / reset flags) Or you can do {A} or value -> {A} and {A} xor value -> {A} to set/reset a bit (with value from [1-2-4...-128] As for token hook doesn't working, quickly looking at the source didn't give me apparent errors, but since you use a lot of SMC, it is kinda hard to see Maybe a more experimented axiom coders could tell, or me taking more time to look/test, but time is precious for me these days 5
TI Z80 / Re: HYBRID (8X+)« on: April 28, 2015, 06:37:25 am »
This screenshot does look really cool ! I definitly will play with this when there will be a beta out.
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Axe / Re: HELP- Problems with Collision Detection« on: April 28, 2015, 06:32:28 am »
It does seems taht there is an error in operation orders at this line :
Code: [Select] If X=S and Y=T Axe doesn't have opertaion orders and operate from left to right without care to 'actual' rules. I guess you want more to put this:Code: [Select] If X=S and (Y=T) (note parenthesis to restore correct order)
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TI Z80 / Re: Glib : a 3D graphics axe library« on: April 28, 2015, 06:24:14 am »I do have code to draw texture, but it never really made to the library itself.... Another thing, this can actually draw textures right?I don't think it can. EDIT : didn't see your message above. Sharing vertices is really esay, since vertex computing and primitive rendering are disconnected. Also, you won't be ever able to put texture in a game, I am afraid (or maybe for some cinematics at 5fps ...). Also, gLib does support both triangle and quads, quads are however still rendered as two triangle (but clipped as quads). 8
TI Z80 / Re: Glib : a 3D graphics axe library« on: April 27, 2015, 05:14:05 am »
Actually, not. I've taken care the fact that an optimized engine as to be made for each game. That's why gLib doesn't offers a game engine, only the essential set of routine to get basic 3D runs, and optimized data manipulations. (setting matrix, rotation,cliping...) (even if I still have to add 2D rotation commands)
I even let's the user do what he wants in 3D calculation with shaders. I do think that is much powerful than an big engine taking care of all - wich gLib isn't - and pretty much close of a very particular engine.But after, we'll have to see. I am currently programming a game with it, I pretty much will see if it is feasible or not. 9
Axe / Re: 3D Engine Written in Axe« on: April 26, 2015, 04:18:22 am »
As @ben_g pointed out, 3d is indeed pretty much difficult to get running at a good speed (~10fps, wich is approximately the playable limit on the calculator).
JH3D is less complex as GLib, and also slower, so I don't recommend using it, but of course I guess there is also a personnal bias Also, for the moment I rather point you to this : https://www.omnimaga.org/ti-z80-calculator-projects/glib-a-graphics-axe-3d-librairy/, wich the pure axe version of my library, with the corresponding tutos : https://www.omnimaga.org/ti-z80-calculator-projects/%28axe%29-glib-tuto/ The axiom version is definitly faster, but there is some big bottleneck that I wish to remove, and that may be done with some command/syntax change, and an adequate tuto for the axiom version will need to be done. (And I don't really currently have time to code/write tutos - I'll get more time in about one month or two) So yeah, if you have one problem, ask! 10
TI Z80 / Re: Glib : a 3D graphics axe library« on: April 05, 2015, 06:50:37 am »
Soooo. I need help of asm guru
I was doing a multiplication routine in asm, and since it is in sensitive code, I need the max speed. However it is a mul BC*A/8 So a bit more tricky, and I couldn't optimize more than this : Code: [Select] _gFMulAxBCdiv16: Note that DE should be kept intact, BC can be destroy and A is in [-63,63] So if anyone can hep me ... 11
News / Re: Promising Projects - 2015 Quarter 1« on: April 04, 2015, 10:37:08 am »
gLib would definitly be able to support a portal like game (remember that the axiom version use matrix, so you can easily swap camera) , even though sub-jacent physic may be a bit tricky to get them run at real-time. However, I would not advise use the current axiom version of gLib. It definitly still have some major bottleneck that I want to get ride of, and those may came with some syntax change. That is the major problem with 3D : it is finaly not the calculation, but the data structure, wich need to be very efficient. Oh well. Let's do update
EDIT : btw, I am definitly programming a game with gLib, but shhhhh 12
Axe / Re: How to calculate (using trig) rotation in axe?« on: March 05, 2015, 03:59:08 pm »
You also have to take care that you need a signed division (and not the unsigned) wich is //.
As a side note, dividing by 127 is mathematicly correct, but you doesn't want to do that as it is verrry slow. Divide by 128 instead (and btw, the precision loss is almsot nothing) 13
TI Z80 / [Axiom] Introducing .... gLib a fast 3D library« on: January 19, 2015, 10:52:39 am »
As some of you already know, I passed the last few month to convert GLib to an axiom, and if you doesn't know/or guess it, well SURPRISE ! :
I am proud to finally present this works, and hope we will be able to see some 3D project appears. Of course keep in mind that this is a calculator engine, even if performances are definitly WAY more superior to axe version (thanks to asm/code refactoring). In cliping, for example, I've got almost a 50%, even 55% performances boost.... For the new features/ changes from the axe version : -library now use matrix, way more powerful than the previous method that I used, and for now faster -VBO has been limited to 8 and for now can't be supressed (but don't worry you will soon be able to do that, and I'll post in tuto a way to do it from axe point of view) -Many many many optimization, size wise and speed wise. Standard cube (example provided) run at more than 40 fps .... Anyway, the little test screen : note that the white a the begining is definitly a gif bug >_> And of course, the download is attached. (I hope I don't forget anything in it !) Wait a little for a tuto update, and you will be able to play with it at is full potential Concerning the source, I am pretty sure that Asm guru will find a lot, lot of optimization, feel free to take a look Also, there is most likely going to have update, for example new optimization, bug fixes, but the syntax won't hopefully change (except if a small change can boost performance like hell ) 14
TI Z80 / Re: Vectors and Sprite Scaling« on: January 15, 2015, 05:14:04 am »1. Is there a simple way to take an angle (period 0-256) and get an x vector and a y vector? I know that x is sin and y is cos, but i need the result to be a SIGNED 8.8 FIXED POINT. In that case you can just have a sin table wich is in 8.8 fixed point format, and the xy vector will be indeed {cos(alpha),sin(alpha)} (I don't know how you calculate sin/cos in your program), but you can also convert the result of your routine to 8.8. 15
Miscellaneous / Re: Post your desktop« on: November 11, 2014, 04:04:46 pm »
Why do I like the top of the second screen ..... :p
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