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Messages - ACagliano

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361
TI Z80 / Re: Star Trek reloaded (bad pun on the 'ld' command)
« on: May 13, 2011, 06:11:45 pm »
Thanks anyway.

**Bump

Ok. Can someone add to that a way to trigger interrupts, then how to disable them. I'd rather not mess with interrupts myself. Once that is done, I'll give the code a whirl and fix it up (if it needs it).

Edit: First successful compile. This seems to freeze:

Code: [Select]
quit:
b_call(_ClrLCDFull)
ld hl,AppVar
b_call(_Mov9toOp1)
b_call(_ChkFindSym)
jr nc,overwrite
createappvar:
ld hl,AppVar
b_call(_Mov9toOp1)
ld hl,14
b_call(_CreateAppVar)
overwrite:
ld a,b
or a
jp nz,unarc2
ld hl,ShieldPoints
ld bc,8
ldir
ld hl,photons
ld bc,6
ldir
ld hl,AppVar
b_call(_Mov9toOp1)
call arcf
ret

362
TI Z80 / Re: Star Trek reloaded (bad pun on the 'ld' command)
« on: May 12, 2011, 04:08:32 pm »
Ok. Can someone add to that a way to trigger interrupts, then how to disable them. I'd rather not mess with interrupts myself. Once that is done, I'll give the code a whirl and fix it up (if it needs it).

Edit: First successful compile. This seems to freeze:

Code: [Select]
quit:
b_call(_ClrLCDFull)
ld hl,AppVar
b_call(_Mov9toOp1)
b_call(_ChkFindSym)
jr nc,overwrite
createappvar:
ld hl,AppVar
b_call(_Mov9toOp1)
ld hl,14
b_call(_CreateAppVar)
overwrite:
ld a,b
or a
jp nz,unarc2
ld hl,ShieldPoints
ld bc,8
ldir
ld hl,photons
ld bc,6
ldir
ld hl,AppVar
b_call(_Mov9toOp1)
call arcf
ret

363
TI Z80 / Re: Star Trek reloaded; COUNTDOWN TO BETA
« on: May 12, 2011, 12:57:43 pm »
also, I took the liberty of writing a quick EXAMPLE 3 level gray rendering routine in assembly.  I just took a few minutes to basically show how it'll work in theory -- in implementation I have no idea how this would look, it has some mistakes I'm sure and no interrupt triggering.  But here's what it shoudl look generally like:

Code: [Select]
Level3copyInt
LD HL, Buf1 + 767
LD DE, Buf2 + 767
PUSH HL
PUSH DE
LD C, $10
LD A, $04 ;this uses Y auto-decrement mode ;)
OUT (C), A
LD B,64
LD A,12
PUSH AF

@ ;set to last row
.db $ED,$70
JP M,{-1@}
OUT (C), $BF
@ ;set to last column
.db $ED,$70 ;IN F, (C)
JP M,{-1@}
OUT (C), $2E
LD A,12
PUSH AF
@
LD A, (HL)
AND %10101010
DEC HL
PUSH HL
PUSH AF
LD A, (DE)
AND %01010101
DEC DE
POP HL
OR H
POP HL
@
.db $ED,$70 ;IN F, (C)
JP M,{-1@}
OUT ($11),A
POP AF
PUSH AF
EX DE, HL
DEC A
CP $00
JR Z,{-2@}
DJNZ {-3@}
@
RET


My way of doing it was to merely flash two buffers, using 'call FastCopyb'. Not an interrupt. It is only for a splash screen.

364
TI Z80 / Re: Star Trek reloaded (bad pun on the 'ld' command)
« on: May 12, 2011, 12:53:58 pm »
Can we just find an easier image?

365
TI Z80 / Re: Star Trek reloaded (bad pun on the 'ld' command)
« on: May 12, 2011, 12:46:57 pm »
Then how can I render this in greyscale? 3-level if possible. 4-level if necessary to display the ship properly.

366
TI Z80 / Re: Star Trek reloaded (bad pun on the 'ld' command)
« on: May 12, 2011, 11:04:51 am »
Fail on both the image choice and on the rendering. Can anyone find me a good 3-level greyscale image for the Star Trek game. If you can give me a link, I'll handle the rest.

Here's how it looks now. Will it look this way on real hardware?

367
TI Z80 / Re: Star Trek reloaded (bad pun on the 'ld' command)
« on: May 11, 2011, 07:42:28 pm »
Ah ok, well IMHO it's best to make sure to not do projects that are beyond your skills, like for example, if a new ASM coders decides to port Chrono Trigger to the calc as his first ever project, but if you really know you can do it, then I guess it's fine. It might depend of people, though. I feel it's always good to practice with individual stuff at first, like working with menus and text in ASM, then later movement and collision detection, then data management (sprites/tilemaps/etc too).

Anyway good luck!

Well, I've experimented a bit with text. I know how to do bitmaps and stuff from Axe. I have also played with creating variables. Thus, the graphics are the biggest stretch, as well as streamlining the CALCnet usage, but I think I can do this.

To make a long story short, thanks.

368
TI Z80 / Re: Star Trek reloaded (bad pun on the 'ld' command)
« on: May 11, 2011, 07:27:02 pm »
Thanks DJ_O.

I always believed that the best way to learn something is to push yourself to the limits. Thus, I am going into such detail and advanced features with assembly that I initially thought I could not do. However, as I started coding, it started coming together a lot easier than I expected.

369
TI Z80 / Star Trek reloaded (bad pun on the 'ld' command)
« on: May 11, 2011, 06:57:05 pm »
I have restarted the Star Trek project, in full assembly. I'm going to link to information about the project, rather than retype it all.

The project page that I am hosting contains information about the project. It is at  http://clrhome.co.cc/projects/startrek .

The current source is posted at http://pastebin.com/R3KwMYPQ. Any comments/corrections/suggestions are welcome.

370
The Axe Parser Project / Re: Using OP variable
« on: May 05, 2011, 09:21:19 pm »
I wanted to do it in Axe, but z80 might be easier. I have to see.

371
The Axe Parser Project / Re: Using OP variable
« on: May 05, 2011, 06:26:54 pm »
Hmmm. I guess. I'm thinking of just doing this whole project in straight z80.

372
The Axe Parser Project / Re: Using OP variable
« on: May 05, 2011, 05:46:53 pm »
To hold both text (different inputs to accept for elements, that equate to the same actual element) and numbers (lists hold only numbers).

373
The Axe Parser Project / Re: Using OP variable
« on: May 05, 2011, 04:42:14 pm »
I'll see what I can do. Is there a way to create and read/write appvars in basic, with no external routines/apps needed (I would use inline assembly if possible, but I want to avoid that route if it requires an external var). That's why I wanted to use Axe (or even assembly). I want the program to be completely functional on its own.

374
The Axe Parser Project / Re: Using OP variable
« on: May 05, 2011, 04:11:19 pm »
What do you mean by 'kind of program'. It's a chem suite. it does molar masses, balancing equations, lewis structures, and electron configurations.

375
The Axe Parser Project / Re: Using OP variable
« on: May 05, 2011, 03:59:58 pm »
Ok. Understood. I am making a chem program in Axe, so I just wanted to use a float as the final resting spot for an answer to a problem (since chem requires decimals). I won't be holding data long term or anything like that.

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