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.
Messages - ACagliano
Pages: 1 ... 23 24 [25] 26 27 ... 62
361
« 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:
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
« 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:
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
« 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:
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
« on: May 12, 2011, 12:53:58 pm »
Can we just find an easier image?
365
« 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
« 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
« 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
« 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
« 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
« 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
« on: May 05, 2011, 06:26:54 pm »
Hmmm. I guess. I'm thinking of just doing this whole project in straight z80.
372
« 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
« 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
« 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
« 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.
Pages: 1 ... 23 24 [25] 26 27 ... 62
|