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Messages - DrDnar

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511
Web Programming and Design / Re: ClrHome
« on: March 31, 2011, 10:29:01 pm »
Uncolorful is not a problem. Conversely, pink flowers and rainbows are not problems. Comic Sans, however, is a problem. Bad!

512
Axe / Re: Slope Physics Tutorial
« on: March 30, 2011, 02:39:40 am »
Sonic Retro has a complete guide on how to duplicate the physics of the Genesis/Megadrive Sonic games. Sonic has several features that were uncommon at the time, such as curvy slopes and the ability to control your jump height. The latter feature is implemented by having Sonic continue to accelerate after leaving the ground, up to a limit.

513
ASM / Re: What happens when a calculator crashes...
« on: March 29, 2011, 04:38:16 pm »
Ahh, I didn't know that the Z80 has a signal that's only active on instruction fetch. That would certainly make detecting where the PC is much easier.

514
ASM / Re: What happens when a calculator crashes...
« on: March 28, 2011, 05:45:45 pm »
The >0C000h protection was to prevent people from stealing applications, a point which became void after TI released the freeware keys, and doubly void after Flop did that thing he no longer talks about. Sometimes, crashes don't make their way into the protected zone, and you have to pull a battery.

I'm not sure about how the calculator implements the protection. I tried the following program with Mimas:
Code: [Select]
BCALL NewLine
LD HL, sStart
BCALL PutS
DI
LD A, $C9 ; ret
LD ($FF80), A
LD ($8000), SP
LD SP,$8080
LD HL,retPoint
PUSH HL
JP $FF80
retPoint:
LD SP,($8000)
LD HL,sEnd
BCALL PutS
EI
RET
sStart:
DB "Start!",0
sEnd:
DB " ... End!",0
This should only fetch a single byte from the forbidden zone, but it crashes anyway. So I guess it's not the multiple-access thing.

515
ASM / Re: Page Swapping
« on: March 28, 2011, 05:26:02 pm »
Why don't you just swap in the 4000h-7FFFh range (port 6). It's what EOS uses itself. (Though that won't work for applications, in which case your code is fine, but only for applications.)

516
ASM / Re: What happens when a calculator crashes...
« on: March 24, 2011, 11:24:09 pm »
What happens during a crash? The CPU executes instructions that don't make sense. For example, it places garbage on the stack, jumps into the middle of a routine, and then tries to return. The top entry on the stack is garbage, so it jumps to a random location in memory. If the location is in the 0C000h+ range, the hardware simply resets the CPU. If the top location is 0000h, it reboots. Often, the CPU will start executing data as code, placing the CPU into a random state. It might start overwriting RAM with garbage. Either way, the CPU eventually finds its way into the 0C000h range and resets, or hits the reboot code itself. If the CPU doesn't, you might get a freeze.

517
TI Z80 / Re: Motherload
« on: March 18, 2011, 06:13:15 pm »
FYI, the original is 44 blocks wide. Personally, I'd try to keep the gameplay as close to the original as possible, but it's your project.

518
TI Z80 / Re: Motherload
« on: March 18, 2011, 04:30:20 pm »
Code: [Select]
Item           Mass (kg)  Value ($)

treasure                  5 000
martian                  10 000
artifact                 50 000

ironium          10          30
bronzium         10          60
silverium        10         100
goldium          20         250
platinium        30         750
einsteinium      40       2 000
emerald          60       5 000
ruby             80      20 000
diamond         100     100 000
amazonite       210     500 000

fuel              0       2 000
repair            0       7 500
dynamite          0       2 000
plastic explosive 0       5 000
quantum teleport  0       2 000
matter transport  0      10 000

Edit: fixing masses

Edit: Also, each block is 12 feet. People say the boss appears at 6666 ft, so that means you only have to go up to 556 blocks high.

519
TI Z80 / Re: Motherload
« on: March 18, 2011, 04:07:23 pm »
>< This game is, indeed, addicting.

There are 10 collectible minerals, 3 types of bonuses, 2 types of hazard, and filled/unfilled. That's 17 different states for each square. If you remove a type of bonus (or make it so that one only appears above a certain depth, and the other below), that's 16 states, and you can store two squares per byte.

You could also store the map in flash, possibly copying the current section of the level into RAM. (BrandonW has routines for creating variables directly in flash.) Then, if you make the "empty" state 0000b, you can mark each square that been cleared as empty by overwriting it. And for earthquakes, you could copy the entire flash sector to the swap sector up until the point(s) where the map data is. Then, skip the map data, and finish copying anything that is after it (which should be nothing, if you do it right.) Next, use the map data in the original sector as the template for shuffling the level. Finally, erase the first sector and mark it as the swap sector; don't bother copying the map data back, because that can wait until the next earthquake. Of course, this would be slow. But if you copy all the code needed for shops, avoiding any OS or app routines, you could do this in the background when the player surfaces. . . . Well, just because you can do this doesn't mean you should.

520
Computer Programming / Re: C++ Questions
« on: March 17, 2011, 02:59:08 pm »
cout is standard is C++ courses; printf is standard in C. You shouldn't mix the two if you can help it. C++ streams support output settings to accomplish the output formatting C's printf function supports.

521
Other Calculators / Re: TI-84 Pocket
« on: March 16, 2011, 02:19:16 am »
Wow that actually looks nice, but I hope they didn't change the hardware too much to the point of preventing even more ASM games to work.
They'll change the OS signing keys just to screw with us.

522
News / Re: 3rd-party PRIZM apps officially possible
« on: March 09, 2011, 04:19:11 pm »
The DS has two CPUs of a different architecture. A real-time interpreter is definitely impossible, and a recompiler is unlikely. The GBA has only one CPU, an ARM at 16 MHz, so GBA emulation may be possible.

523
Casio Calculators / Re: Defective pixels on the TFT
« on: February 27, 2011, 08:35:00 pm »
Some companies allow a certain number of defective pixels, so they might not take it back. I suppose, in the end, it depends on how long you're willing to wait and how much bureaucracy you're willing to put up with.

524
Other Calculators / Re: A 83+ with 1400 Ko !
« on: January 31, 2011, 09:06:36 pm »
It's a floppy disk!

525
General Calculator Help / Re: msd8x won't work
« on: January 27, 2011, 11:35:49 pm »
There's a FAT12, though. Nobody likes to write FAT12 code.

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