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Messages - TheMachine02

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1
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).

2
TI Z80 / Re: Really fast 9-level grayscale
« on: August 06, 2015, 11:04:33 am »

That only applies to DRAM. The calculator uses SRAM which maintains state without the need to refresh.

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 ?

4
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]  :P

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  ;D

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.

6
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=TAxe 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)

7
TI Z80 / Re: Glib : a 3D graphics axe library
« on: April 28, 2015, 06:24:14 am »
... Another thing, this can actually draw textures right?
I don't think it can.
I do have code to draw texture, but it never really made to the library itself.

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  :P
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  :3
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:
ld hl, 0
or a
ret z

rra \ jr nc, $+8 \ ld h, b \ ld l, c \ sra h \ rr l
rra \ jr nc, $+3 \ add hl, bc \ sra h \ rr l
rra \ jr nc, $+3 \ add hl, bc \ sra h \ rr l
rra \ jr nc, $+3 \ add hl, bc \ sla c \ rl b
rra \ jr nc, $+3 \ add hl, bc \ sla c \ rl b
rra \ jr nc, $+3 \ add hl, bc
rra \ rra \ ret nc
sla c \ rl b
or a
sbc hl, bc
ret


Note that DE should be kept intact, BC can be destroy and A is in [-63,63]
So if anyone can hep me ... :D

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  :P

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  :P 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  ;D
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  :P)

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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