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Messages - ACagliano

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166
TI Z80 / Re: PROGRAM: Polynomial Math Utility
« on: December 09, 2012, 09:08:30 am »
Guys I think I am done with the TI-Basic version. There will be no further updates, beyond bug-fixes. My goal is to get an assembly version up and running, and to phase out the TI-Basic version.

On the assembly version:

- It will indeed be hook activated!
- It will support polynomial addition, subtraction, multiplication, and division, as well as integrals and derivates. It will also support solving equations with multiple variables in terms of any one variable. It will also support solving systems of equations for all variables, and solving equations with a single variable for that variable.
- In effect, my goal is to create a symbol interpreter for the TI-83+/84+.

I know this is a massive undertaking, and I don't have all the time in the world, so any assembly programmers with spare time who want to jump in on some stuff and help that would be great.

167
TI Z80 / Re: PROGRAM: Polynomial Math Utility
« on: December 07, 2012, 04:49:42 pm »
Yes, that's why im looking for 16.8 numbers (where 16-bits are the integer part and 8-bits are the decimal part).

168
TI Z80 / Re: PROGRAM: Polynomial Math Utility
« on: December 07, 2012, 04:26:15 pm »
Thanks. Better yet, I'm trying to design an asm version. Can someone help me out with routines for all 4 operations... multiplying, adding, dividing, and subtracting 16.8 fixed point numbers...?

169
TI Z80 / Re: PROGRAM: Polynomial Math Utility
« on: December 07, 2012, 04:04:18 pm »
I successfully reproduced it. Currently fixing.


Edit: Fixed.

170
TI Z80 / Re: PROGRAM: Polynomial Math Utility
« on: December 07, 2012, 03:40:03 pm »
UPDATED PROGRAM

As of this version, you may input polynomials directly as you see them, not by lists or by inputting coefficients one-by-one. For instance, you may type in x^2+2x+1 as operand 1 and x+1 as operand 2 and the program will function as it did in the prior version. The output has been similarly changed. Please note, however, that negative exponents and fractional exponents are not supported.

171
TI Z80 / Re: PROGRAM: Polynomial Math Utility
« on: December 05, 2012, 10:14:09 am »
Update: I just finished an update to this program that adds an input parser to the polynomial inputs. Gone is the system where you input the number of terms, then input the coefficients one-by-one. In its place, you simply input the polynomial...as a string. The program parses it and builds the lists.

Also, instead of rendering as a list, I created a list parser that converts the result back into a string, containing the polynomial. Currently testing the heck out of it. Will upload when I get my computer back from the apple store.

172
TI Z80 / Re: PROGRAM: Polynomial Math Utility
« on: December 03, 2012, 08:41:12 pm »
Yes. Let me actually add a compatability list.

173
TI Z80 / PROGRAM: Polynomial Math Utility
« on: December 02, 2012, 12:15:09 pm »
Works on :  TI-83+, TI-83+ SE, TI-84+, TI-84+ SE, TI-84+ emulator on the TI-Nspire.

At the bequest of an old friend of mine, I fished out my really old Synthetic Division program. I was intending to fix it up and ship it off, but when I saw the code, I realized how much of a mess it was. So I started over. This program started off as a Polynomial Division Utility, but it evolved into a suite for doing all four standard operations with polynomials. The algorithms are brand new, and optimized with help from an old high school friend.

This program can theoretically handle polynomials of infinite size, but, of course, bounded by your memory. See the speed test information at the bottom. It can also handle fractional coefficients. The input occurs in descending exponent order, where the calculator will first prompt you for the number of terms in the polynomial, so for x^3+x-1, you say '4' (without the single quotes  ;) ). You will then be prompted for the coefficients. You would input 1 for exponent 3, 0 for exponent 2, 1 for exponent 1, and -1 for exponent 0. Repeat this procedure for the second operand. Alternatively, for either operand, you may enter a value of '-1', '-2', or '-3' (without the single quotes  ;) ). '-1' loads the last Operand 1 you used, '-2' loads the last Operand 2, and '-3' loads the last result. You may supply either of these three arguments at either operand prompt without issue.

Speed Test

DISCLAIMER: This speed test was conducted on my own hardware, a TI-84+ SE, running OS 2.43. While you may experience results close to this, no two pieces of hardware are exactly alike.

for Multiplication
a 19-term times a 19-term: done in 3.35 seconds.
a 37-term times a 37-term: done in 7.52 seconds.
a 73-term times a 73-term: done in 16.94 seconds.

for Division:
a 73-term divided by a 37-term: done in 7.39 seconds.
a 37-term divided by a 19 term: done in 3.21 seconds.
a 19-term divided by a 9-term: done in 1.88 seconds.

174
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: October 04, 2012, 09:30:43 am »
What needs fixing there are the "fan-outs" on the cliff bottoms and the boxes...they look too flat. I really didn't plan on diagonal sprites, just a diagonal movement, but still facing in one of the cardinal directions.

175
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: October 03, 2012, 06:49:36 pm »
Sounds good. Here's some more images. Project is paused because of a slight bug with Pixelscape...




176
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: October 03, 2012, 09:06:33 am »
The building is nice! :D
But IMO there must be more different stuff for the surrounding.

Yes I know. I was simply showcasing the building itself. I have different environment tiles.
Anyone willing to help me out with the character sprites.

177
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: October 02, 2012, 09:08:56 am »
Ok... I got this done. I hope you guys are happy with this building.

It appears that I am terrible at character sprites. This means I need someone's help. Sprites are 8x8. I need

1 for Link in each of the primary directions.
1 for Princess Zelda
1 for a wizard
1 for an old man
1 for the deku tree
1 for a soldier
1 for a troll
1 for a spirit
1 for a shade (can look like a spirit)
1 for a zombie
1 for a goblin
1 for a wizard (can look the same as the one above)

I've got all the others done.

178
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: October 01, 2012, 08:58:58 pm »
Check out Sam Heald's projects:
http://www.ticalc.org/archives/files/fileinfo/119/11911.html (12x12 sprites)
http://www.ticalc.org/archives/files/fileinfo/76/7633.html (16x16 sprites)

I'm trying to duplicate the second one, but in 8x8 (splitting it up into several sprites). Not succeeding.

179
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: October 01, 2012, 05:29:03 pm »
I didn't know there was a new online map editor! O.O

Anyway looks quite nice so far, although it would be nice if the houses were made more like in Zelda (ALttP, OoA, OoS or LA style)

I'd be willing to alter the sprite, if i have a reference. Can someone upload/link to an image of what it looks like.

180
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: October 01, 2012, 02:39:30 pm »
Thanks. I do actually have some screenshots, but they are of my computer screen, while working on the map in Pixelscape.

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