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TI Z80 / Re: Harry Potter sprites
« on: January 23, 2012, 10:46:39 am »
So, the best option here would be, im assuming, to just make a separate sprite for each directional position?
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 226
TI Z80 / Re: Harry Potter sprites« on: January 23, 2012, 10:46:39 am »
So, the best option here would be, im assuming, to just make a separate sprite for each directional position?
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TI Z80 / Harry Potter sprites« on: January 23, 2012, 09:26:42 am »
Can anyone with some spare time on their hands make a few Harry Potter sprites. 8x8. I'd like each of the main characters of hp7, but I suppose just a Harry and then one generic will suffice. Also, is there a way, when moving a sprite to memory, to rotate it by some degree?
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ASM / Chemical Formula Input Routine« on: January 18, 2012, 02:14:40 pm »
Can someone write me up one if they have the time? I started to write one myself, but got confused. Below is what I have so far. Can someone please help me out with this. I'm looking for the routine to prompt for an equation, allow you to press the down arrow for subscripts, make the second character of a two-character symbol lower-case, and make the y= button give the arrow.
Code: [Select] ReceiveEquation:
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General Calculator Help / Re: Rref Algorithm« on: January 15, 2012, 08:47:20 pm »
How would you do an rref in z80?
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thepenguin, a great job. However, one issue of convenience.
I lose the game (or win). I then get the cursor, but am unable to move. The game should automatically quit and return you to the main menu. At current, you need to exit manually, then it asks you if you are sure you want to exit a game that is already over. 231
ASM / Re: 24 bit multiplication« on: December 12, 2011, 02:35:39 pm »
Yeah, all I need is 16-bit subtraction (which 'sub' supports, I think), 16-bit squaring, 32-bit addition, then 32-bit square rooting (or will I need to go up to 40-bit?).
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ASM / Re: 24 bit multiplication« on: December 11, 2011, 02:23:11 pm »
Kool. Thanks. But, shouldn't the first one have two inputs? 233
ASM / Re: 24 bit multiplication« on: December 11, 2011, 01:41:47 pm »
Ok. I am particularly interested now in 2-byte multiplication and 4-byte square rooting. How would they be done?
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ASM / Re: 24 bit multiplication« on: December 11, 2011, 12:47:33 pm »
Ok, I think I get it.
You move through the second register. If the current bit is 1, you add 1 x a to a, then rla a. If the current bit is 0, just rla a. 235
ASM / Re: 24 bit multiplication« on: December 11, 2011, 11:31:56 am »
Ok, so let me just get something straight...
00100110 x11011001 ------------- 1. 00100110 2. 0,01001100 3. 00,10011000 4. 001,00110001 5. 0010,01100011 6. 00100,11000110 7. 001001,10001101 8. 0010011,00011011 Thus, the answer is %00010011 %00011011 Now, let's check: 38 x 217 = 4891 XX it's wrong?? 236
ASM / Re: 24 bit multiplication« on: December 10, 2011, 09:24:34 am »
Ok, I'm actually going to be sticking with just two bytes for position and scrapping the sector. That means I'll need to do 2-byte subtraction (no problem), square a 2-byte (rendering a max 4-byte), then add three 4-bytes (do you only need a 4-byte output or should you go up to 5), then square root that. That should be easier.
√( (x2-x1)^2 + (y2-y1)^2 + (z2-z1)^2) √( (16bit-16bit)^2 + (16bit-16bit)^2 + (16bit-16bit)^2) Can someone explain to me the theory behind multiplying/dividing/sqrt'ing numbers? Is there a standard theorem, regardless of the bit-size of the number? 237
ASM / Re: 24 bit multiplication« on: December 08, 2011, 03:57:06 pm »
Ok, I'm confused. I'll leave this to the more advanced programmers for now.
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General Calculator Help / Re: Disable Press-To-Test« on: December 08, 2011, 03:12:49 pm »
use thepenguin's patch. What is your OS #?
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ASM / Re: 24 bit multiplication« on: December 08, 2011, 03:11:20 pm »Well I am almost positive that using my algorithm would require the use of RAM, even if you used all the shadow registers, too.Can you help me, conceptually with doing math higher than 2 bytes? Maybe I'll write it myself. 240
ASM / Re: 24 bit multiplication« on: December 08, 2011, 11:31:05 am »
Ideas? Anyone willing to have "fun" with this?
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