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Messages - ElementCoder

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136
Gaming Discussion / Re: Mega Man creator working on New Platformer.
« on: September 02, 2013, 12:01:07 am »
That is looking very awesome! I've always loved megaman, I'll happily give him moneys :3

137
Lua / Re: How to distinguish TI Nspires?
« on: August 31, 2013, 02:26:08 pm »
Oh I'm terribly sorry I didn't notice it was in the Lua section >< just ignore my comment on this then...
If the hardware is the same then isn't it pretty much impossible?

138
Lua / Re: How to distinguish TI Nspires?
« on: August 31, 2013, 02:00:17 pm »
If I followed the recent news you can distinguish an ndless capable one from a not ndless capable one by checking it's date stamp, if it says J in it you can't have ndless for now. Other than that there's no difference between nspires afaik. If you're looking for ways to make it obvious it's yours, take a look at some tools for ndless that enable you to use passwords or change the color scheme.

139
Other / Re: Cheap Software Defined Radio
« on: August 30, 2013, 04:59:59 pm »
Looks like a cool little device to have, especially the pilots talking to ground stations part :)

140
ASM / [ARM/Nspire] ElementCoder's ARM Scrapyard
« on: August 29, 2013, 02:03:04 pm »
Welcome to my scrapyard. I have not stopped with ARM, I'm just picking up real life again since my study's second year is about to start. Progress will be much slower and updates may become rare(r), so I guessed I'd post what I've done so far. It's not much and by far good, but maybe it's useful to somebody or something.

Hello World, delivered with the ndless SDK
Spoiler For Spoiler:
Code: [Select]
#include <os.h>

main: .global main
@ this can be used to set a breakpoint
@bkpt
push {r3, lr}
bl lcd_ingray
bl clrscr
adr r0, str
@ call syscalls this way
syscall(strlen)
mov r3, #0
ldr r1, =0xC0000010 @ screen address
ldr r1,[r1]
draw_line:
@ in grayscale mode, each 4-byte word represents 8 pixels
mov r2, #SCREEN_WIDTH/8
draw4b:
str r3, [r1], #4
subs r2, #1
bne draw4b
@ skip a line
add r1, #SCREEN_WIDTH/2
subs r0, #1
bne draw_line
@ call libndls functions with bl
bl wait_key_pressed
mov  r0, #0
pop  {r3, pc}

@ dummy str to show syscalls
str: .asciz "1234567890123456789"
Checker pattern of 4x4 squares
Spoiler For Spoiler:
Code: [Select]
#include <os.h>

main: .global main
push {lr}
bl lcd_ingray
bl clrscr
mov r0, #SCREEN_HEIGHT/4 @ each cube will be 4x4
ldr r3, =0x0000FFFF @ 4px black 4px white
ldr r1, =0xC0000010
ldr r1, [r1]
draw_line: @ in grayscale mode each 4-byte word represents 8 pixels
mvn r3, r3 @ flip the colors
mov r2, #SCREEN_WIDTH/8 * 4 @ draw 40 pieces of 8 pixels 4 times
draw_4b: @ draw 4 bytes to the screen
str r3, [r1], #4
subs r2, #1
bne draw_4b
subs r0, #1
bne draw_line
bl wait_key_pressed
mov r0, #0
pop {pc}
Quick test with red, green and blue bars
Spoiler For Spoiler:
Code: [Select]
#include <os.h>

main: .global main
push {lr}
bl lcd_incolor
bl clrscr
ldr r0, =0xC0000010
ldr r0, [r0]
mov r3, #SCREEN_HEIGHT
draw_line:
mov r2, #SCREEN_WIDTH/2
draw4b:
cmp r2, #160
ldreq r1, red
cmp r2, #107
ldreq r1, green
cmp r2, #53
ldreq r1, blue
str r1, [r0], #4
subs r2, #1
bne draw4b
subs r3, #1
bne draw_line
bl wait_key_pressed
mov r0, #0
pop {pc}

red: .word 0xF800F800
green: .word 0x07E007E0
blue: .word 0x001F001F
Sprite drawing
Spoiler For Spoiler:
Code: [Select]
#include <os.h>
@ r0: screen address
@ r2: counter
@ r3: address of sprite address
@
@
main: .global main
push {r4-r11, lr} @ push link register on the stack
bl lcd_ingray
bl clrscr
ldr r0, =0xC0000010 @ screen address
ldr r0, [r0] @ put the address of the screen address in r0
mov r2, #8 @ counter
adr r1, sprite @ store the address of sprite in r1
adr r4, sprite2
add r0, #200
add r0, #SCREEN_WIDTH/2 * 160
mov r5, #40
draw:
ldr r3, [r1], #4 @ load whatever is on the address contained in r1 in r3
@ r1 contains the address of sprite, so r3 will contain
@ the nth word of sprite data
str r3, [r0], #8 @ draw a line to the screen
ldr r3, [r4], #4
str r3, [r0], #-8
add r0, #SCREEN_WIDTH/2 @ move to the next line
subs r2, #1 @ counter count down
bne draw @ if there are lines left, draw the next one
bl wait_key_pressed
mov r0, #0
pop {r4-r11, pc} @ return 0 and pop everything back

sprite: .word 0x00000000, 0x00000000, 0x00FFFF00, 0x00FFFF00, 0x00FFFF00, 0x00FFFF00, 0x00000000, 0x00000000
sprite2: .word 0x00FFFF00, 0x00FFFF00, 0xFF0000FF, 0xFF0000FF, 0xFF0000FF, 0xFF0000FF, 0x00FFFF00, 0x00FFFF00
Keypress detection
Spoiler For Spoiler:
Code: [Select]
#include <os.h>
@ check http://hackspire.unsads.com/wiki/index.php/Keypads for keypad info
main: .global main
push {lr}
bl lcd_ingray
bl clrscr
ldr r0, =0x900E0010 @ keypad data address
check:
ldrh r1, [r0, #14] @ load the first half word into r1
tst r1, #1 << 9 @ check for a keypress (ctrl here), a keypress clears a bit
bne end @ if the bit is not cleared (no keypress) branch to check
b check @ else end the program
end:
mov r0, #0
pop {pc}
Stuff that resembles a program
Stone age text editor (most likely written terribly, can throw errors because of this)
Spoiler For Spoiler:
Code: [Select]
#include <os.h>

main: .global main
@ setup
push {r4-r11, lr}
bl lcd_ingray
bl clrscr
mov r11, #0
keycheck:
ldr r10, =0xC0000010
ldr r10, [r10]
add r10, r11

@ check for keypresses
ldr r0, =0x900E0010
  
ldrh r1, [r0, #8]
@ a key
tst r1, #1 << 6
adrne r0, letter_a
bne draw
  
@ b key
tst r1, #1 << 5
adrne r0, letter_b
bne draw
  
@ c key
tst r1, #1 << 4
adrne r0, letter_c
bne draw
  
@ d key
tst r1, #1 << 2
adrne r0, letter_d
bne draw
  
@ e key
tst r1, #1 << 1
adrne r0, letter_e
bne draw
  
@ f key
tst r1, #1 << 0
adrne r0, letter_f
bne draw
  
ldrh r1, [r0, #6]
@ g key
tst r1, #1 << 6
adrne r0, letter_g
bne draw
  
@ h key
tst r1, #1 << 5
adrne r0, letter_h
bne draw
  
@ i key
tst r1, #1 << 4
adrne r0, letter_i
bne draw
  
@ j key
tst r1, #1 << 2
adrne r0, letter_j
bne draw
  
@ k key
tst r1, #1 << 1
adrne r0, letter_k
bne draw
  
@ l key
tst r1, #1 << 0
adrne r0, letter_l
bne draw
  
ldrh r1, [r0, #4]
@ m key
tst r1, #1 << 6
adrne r0, letter_m
bne draw
  
@ n key
tst r1, #1 << 5
adrne r0, letter_n
bne draw
  
@ o key
tst r1, #1 << 4
adrne r0, letter_o
bne draw
  
@ p key
tst r1, #1 << 2
adrne r0, letter_p
bne draw
  
@ q key
tst r1, #1 << 1
adrne r0, letter_q
bne draw
  
@ r key
tst r1, #1 << 0
adrne r0, letter_r
bne draw
  
ldrh r1, [r0, #2]
@ s key
tst r1, #1 << 6
adrne r0, letter_s
bne draw
  
@ t key
tst r1, #1 << 5
adrne r0, letter_t
bne draw
  
@ u key
tst r1, #1 << 4
adrne r0, letter_u
bne draw
  
@ v key
tst r1, #1 << 2
adrne r0, letter_v
bne draw
  
@ w key
tst r1, #1 << 1
adrne r0, letter_w
bne draw
  
@ x key
tst r1, #1 << 0
adrne r0, letter_x
bne draw

ldrh r1, [r0, #0]
@ y key
tst r1, #1 << 6
adrne r0, letter_y
bne draw

@ z key
tst r1, #1 << 5
adrne r0, letter_z
bne draw

@ special keys
@ space key
ldrh r1, [r0, #0]
tst r1, #1 << 4
bne spacekey
  
@ enter key
ldrh r1, [r0, #0]
tst r1, #1 << 1
bne enterkey
  
@ del key
ldrh r1, [r0, #10]
tst r1, #1 << 9
bne delkey
@bne keycheck
@ ctrl key
ldrh r1, [r0, #14]
tst r1, #1 << 9
bne ctrlkey

b keycheck
draw:
mov r2, #8
drawa:
ldr r1, [r0], #4
str r1, [r10], #SCREEN_WIDTH/2
subs r2, #1
bne drawa
  
adr r0, off
ldr r1, [r0]
add r1, #4
str r1, [r0]
  
add r11, #4

bl wait_key_pressed
b keycheck

@ handle special keys
spacekey:
adr r0, off
ldr r1, [r0]
add r1, #4
str r1, [r0]
  
add r11, #4
bl wait_key_pressed
b keycheck
delkey:
@ set the screen pointer back one step
sub r10, #4
sub r11, #4
@ set the offset back one step
adr r0, off
ldr r1, [r0]
cmp r1, #0
subne r1, #4
str r1, [r0]
  
@ store emptyness at the characters place
ldr r0, =0xFFFFFFFF
mov r1, #8
drawdel:
str r0, [r10]
add r10 ,#SCREEN_WIDTH/2
subs r1, #1
bne drawdel
bl wait_key_pressed
b keycheck
enterkey:
ldr r0, =SCREEN_WIDTH/2 * 9
ldr r1, off
sub r0, r1
add r11, r0
  
adr r0, off
mov r1, #0
str r1, [r0]
  
bl wait_key_pressed
b keycheck
ctrlkey:
b end
end:
mov r0, #0
pop {r4-r11, pc}
 
@ Sprites; pixels go lik 0x78563412 !!!!
@ for some reason letter_z only works if it is located above letter_y

letter_a: .word 0xFF0FF0FF, 0xFF0FF0FF, 0x0FF00FF0, 0x0FF00FF0, 0x0F0000F0, 0x0F0000F0, 0x0FF00FF0, 0x0FF00FF0
letter_b: .word 0x0F0000F0, 0x0F0000F0, 0x0FF00FF0, 0xFF0000F0, 0xFF0000F0, 0x0FF00FF0, 0x0F0000F0, 0x0F0000F0
letter_c: .word 0x0F0000FF, 0x0F0000F0, 0xFFFF0FF0, 0xFFFF0FF0, 0xFFFF0FF0, 0xFFFF0FF0, 0x0F0000F0, 0x0F0000FF
letter_d: .word 0xFF0F00F0, 0xFF0000F0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0F0000F0, 0xFF0000F0
letter_e: .word 0x0F0000F0, 0x0F0000F0, 0xFFFF0FF0, 0xFF0000F0, 0xFF0000F0, 0xFFFF0FF0, 0x0F0000F0, 0x0F0000F0
letter_f: .word 0x0F0000F0, 0x0F0000F0, 0xFFFF0FF0, 0xFF0F00F0, 0xFF0F00F0, 0xFFFF0FF0, 0xFFFF0FF0, 0xFFFF0FF0
letter_g: .word 0x0F0000FF, 0x0F0000F0, 0xFFFF0FF0, 0xFFFF0FF0, 0x0F000FF0, 0x0F000FF0, 0x0FF00FF0, 0x0F0000FF
letter_h: .word 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0F0000F0, 0x0F0000F0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0
letter_i: .word 0x0F0000F0, 0x0F0000F0, 0xFF0FF0FF, 0xFF0FF0FF, 0xFF0FF0FF, 0xFF0FF0FF, 0x0F0000F0, 0x0F0000F0
letter_j: .word 0x0F00F0FF, 0x0F00F0FF, 0x0FF0FFFF, 0x0FF0FFFF, 0x0FF0FFFF, 0x0FF00FF0, 0x0F0000F0, 0xFF0000FF
letter_k: .word 0x0FF00FF0, 0x0F000FF0, 0xFF000FF0, 0xFF0F00F0, 0xFF0F00F0, 0xFF000FF0, 0x0F000FF0, 0x0FF00FF0
letter_l: .word 0xFFFF0FF0, 0xFFFF0FF0, 0xFFFF0FF0, 0xFFFF0FF0, 0xFFFF0FF0, 0xFFFF0FF0, 0x0F0000F0, 0x0F0000F0
letter_m: .word 0x0FFFFFF0, 0x0FF00FF0, 0x0F0000F0, 0x0F0000F0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0
letter_n: .word 0x0FF00FF0, 0x0FF000F0, 0x0F0000F0, 0x0F000FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0
letter_o: .word 0xFF0000FF, 0x0F0000F0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0F0000F0, 0xFF0000FF
letter_p: .word 0xFF0F00F0, 0x0F0000F0, 0x0FF00FF0, 0x0FF00FF0, 0x0F0000F0, 0xFF0F00F0, 0xFFFF0FF0, 0xFFFF0FF0
letter_q: .word 0xFF0000FF, 0x0F0000F0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF000F0, 0x0F000FF0, 0xFF0000F0, 0x0F0F00FF
letter_r: .word 0xFF0000F0, 0x0F0000F0, 0x0FF00FF0, 0x0F0000F0, 0xFF0000F0, 0xFF000FF0, 0x0FF00FF0, 0x0FF00FF0
letter_s: .word 0x0F00F0FF, 0x0F0000F0, 0xFFFF0FF0, 0xFF0F00F0, 0x0F0000F0, 0x0FF0FFFF, 0x0F0000F0, 0x0F0000F0
letter_t: .word 0x0F0000F0, 0x0F0000F0, 0xFF0FF0FF, 0xFF0FF0FF, 0xFF0FF0FF, 0xFF0FF0FF, 0xFF0FF0FF, 0xFF0FF0FF
letter_u: .word 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0F0000F0, 0x0F0000F0
letter_v: .word 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0xFF0000FF, 0xFF0FF0FF
letter_w: .word 0x0FFFFFF0, 0x0FFFFFF0, 0x0FFFFFF0, 0x0FFFFFF0, 0x0F0FF0F0, 0x0F0FF0F0, 0x0FF00FF0, 0x0FF00FF0
letter_x: .word 0x0FF00FF0, 0x0FF00FF0, 0xFF0000FF, 0xFF0FF0FF, 0xFF0FF0FF, 0xFF0000FF, 0x0FF00FF0, 0x0FF00FF0
letter_y: .word 0x0FF00FF0, 0x0FF00FF0, 0xFFF00FFF, 0xFF0000FF, 0xFF00FFFF, 0xFF0FFFFF, 0xFF0F0FFF, 0xFFFF00FF
ALIGN letter_z: .word 0x0F0000F0, 0x0F00FFF0, 0xFF00FFF0, 0xFF00FFFF, 0xFF0FF0FF, 0x0FFF00FF, 0x0FFF00F0, 0x0F0000F0
off: .word 0

141
I wish I could do that kind of traveling, how was Australia? I hope the spark returns someday, but for now it seems your future is great and I wish you the best of luck with your study and other things :)

142
Math and Science / Re: Grade 11 chemistry
« on: August 28, 2013, 06:37:21 am »
First of all that H should be H+ to correctly balance the equation ;) IIRC Lewis does not apply here because there are no lone pairs. For the acid/base part, you know what an acid does. It donates protons. So you'll have
C6H8O6 → C6H6O6 + H+
2H+ + 2I- → 2 H+I-
The acid base pair would be C6H8O6 / C6H6O6
For the report, I can't help with that.
I hope I remember this correctly, it's been a while since I've done this so I may be wrong.

143
Humour and Jokes / Re: Weird/funny pictures thread
« on: August 26, 2013, 05:44:39 am »
It explains it all, installing windows IS the error :P

144
I hope that drop will form soon, nSDL is an awesome project :) Maybe silly question: could someone give an example when you want code to be unable to be interruped?

145
ASM / Re: [ARM/Nspire] Inserting a new line in text
« on: August 21, 2013, 10:44:36 am »
I'll try that when I go with a serious program. Right now I'm just seeing what I can do and ask some questions :) I want to have a couple of things done before I start a project, so that I know a bit about it. Though I'll try your suggestion of using ldr instead of adr. Thanks for the help :)

146
ASM / Re: [ARM/Nspire] Inserting a new line in text
« on: August 21, 2013, 10:13:16 am »
I'm sure there are cleaner/better ways to do this as I'm only starting :) 0x900E0010 is the address from where to read for key presses. Putting ALIGN in front gives an error "bad instruction".
The 0x400 as a limit makes sense with the error messages, thanks for pointing it out.

147
ASM / Re: [ARM/Nspire] Inserting a new line in text
« on: August 21, 2013, 04:27:29 am »
A bit later, after I posted this question, I started commenting out the lines it said. If I don't use the letter z it builds and works fine, so I thought it might had something to do with that adr and errors if anything is placed after it. However, it also works fine if I place letter_z anywhere above letter_y, why doesn't it this then also generate an error for the lowest letter (lowest as in las of he sprites)?
I'll have a look at macros and see what I can do with them :)

148
ASM / [ARM/Nspire] Inserting a new line in text
« on: August 20, 2013, 04:38:12 pm »
I've been trying to have some sort of text input with ARM now but I've hit a wall at this point. I've implemented enter/newline continuing at the same x position and also managed to get it back to the start of the line.
The problem I have is incorporating the delete/backspace functionality. The code below shows how I imagined it to go, but this makes enter act all funky and weird, offsetting the letters from the right by the amount of characters deleted.
When uncommenting the commented code in delkey the program will not even build, resulting in an error message "149: Error: invalid constant (408) after fixup".

Code:
Code: [Select]
#include <os.h>
 
main: .global main
@ setup
push {r4-r11, lr}
bl lcd_ingray
bl clrscr
mov r11, #0
keycheck:
ldr r10, =0xC0000010
ldr r10, [r10]
add r10, r11
  
@ check for keypresses
ldr r0, =0x900E0010
  
ldrh r1, [r0, #8]
@ a key
tst r1, #1 << 6
adrne r0, letter_a
bne draw
  
@ b key
tst r1, #1 << 5
adrne r0, letter_b
bne draw
  
@ c key
tst r1, #1 << 4
adrne r0, letter_c
bne draw
  
@ d key
tst r1, #1 << 2
adrne r0, letter_d
bne draw
  
@ e key
tst r1, #1 << 1
adrne r0, letter_e
bne draw
  
@ f key
tst r1, #1 << 0
adrne r0, letter_f
bne draw
  
ldrh r1, [r0, #6]
@ g key
tst r1, #1 << 6
adrne r0, letter_g
bne draw
  
@ h key
tst r1, #1 << 5
adrne r0, letter_h
bne draw
  
@ i key
tst r1, #1 << 4
adrne r0, letter_i
bne draw
  
@ j key
tst r1, #1 << 2
adrne r0, letter_j
bne draw
  
@ k key
tst r1, #1 << 1
adrne r0, letter_k
bne draw
  
@ l key
tst r1, #1 << 0
adrne r0, letter_l
bne draw
  
ldrh r1, [r0, #4]
@ m key
tst r1, #1 << 6
adrne r0, letter_m
bne draw
  
@ n key
tst r1, #1 << 5
adrne r0, letter_n
bne draw
  
@ o key
tst r1, #1 << 4
adrne r0, letter_o
bne draw
  
@ p key
tst r1, #1 << 2
adrne r0, letter_p
bne draw
  
@ q key
tst r1, #1 << 1
adrne r0, letter_q
bne draw
  
@ r key
tst r1, #1 << 0
adrne r0, letter_r
bne draw
  
ldrh r1, [r0, #2]
@ s key
tst r1, #1 << 6
adrne r0, letter_s
bne draw
  
@ t key
tst r1, #1 << 5
adrne r0, letter_t
bne draw
  
@ u key
tst r1, #1 << 4
adrne r0, letter_u
bne draw
  
@ v key
tst r1, #1 << 2
adrne r0, letter_v
bne draw
  
@ w key
tst r1, #1 << 1
adrne r0, letter_w
bne draw
  
@ x key
tst r1, #1 << 0
adrne r0, letter_x
bne draw

ldrh r1, [r0, #0]
@ y key
tst r1, #1 << 6
adrne r0, letter_y
bne draw
  
@ z key
tst r1, #1 << 5
adrne r0, letter_z
bne draw

@ special keys
@ space key
ldrh r1, [r0, #0]
tst r1, #1 << 4
bne spacekey
  
@ enter key
ldrh r1, [r0, #0]
tst r1, #1 << 1
bne enterkey
  
@ del key
ldrh r1, [r0, #10]
tst r1, #1 << 9
bne delkey
@bne keycheck
@ ctrl key
ldrh r1, [r0, #14]
tst r1, #1 << 9
bne ctrlkey
  
b keycheck
draw:
mov r2, #8
drawa:
ldr r1, [r0], #4
str r1, [r10], #SCREEN_WIDTH/2
subs r2, #1
bne drawa
bl wait_key_pressed
  
adr r0, off
ldr r1, [r0]
add r1, #4
str r1, [r0]
  
add r11, #4
b keycheck

@ handle special keys
spacekey:
adr r0, off
ldr r1, [r0]
add r1, #4
str r1, [r0]
  
add r11, #4
bl wait_key_pressed
b keycheck
delkey:
@ set the screen pointer back one step
sub r10, #4
sub r11, #4
@ set the offset back one step
@adr r0, off
@ldr r1, [r0]
@cmp r1, #0
@subne r1, #4
@str r1, [r0]
  
@ store emptyness at the characters place
ldr r0, =0xFFFFFFFF
mov r1, #8
drawdel:
str r0, [r10]
add r10 ,#SCREEN_WIDTH/2
subs r1, #1
bne drawdel
bl wait_key_pressed
b keycheck
enterkey:
ldr r0, =SCREEN_WIDTH/2 * 9
ldr r1, off
sub r0, r1
add r11, r0
  
adr r0, off
mov r1, #0
str r1, [r0]
  
bl wait_key_pressed
b keycheck
ctrlkey:
b end
end:
mov r0, #0
pop {r4-r11, pc}
 
@ Sprites; pixels go lik 0x78563412 !!!!
letter_a: .word 0xFF0FF0FF, 0xFF0FF0FF, 0x0FF00FF0, 0x0FF00FF0, 0x0F0000F0, 0x0F0000F0, 0x0FF00FF0, 0x0FF00FF0
letter_b: .word 0x0F0000F0, 0x0F0000F0, 0x0FF00FF0, 0xFF0F00F0, 0xFF0F00F0, 0x0FF00FF0, 0x0F0000F0, 0x0F0000F0
letter_c: .word 0x0F0000FF, 0x0F0000F0, 0xFFFF0FF0, 0xFFFF0FF0, 0xFFFF0FF0, 0xFFFF0FF0, 0x0F0000F0, 0x0F0000FF
letter_d: .word 0xFF0F00F0, 0xFF0000F0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0F0000F0, 0xFF0000F0
letter_e: .word 0x0F0000F0, 0x0F0000F0, 0xFFFF0FF0, 0xFF0000F0, 0xFF0000F0, 0xFFFF0FF0, 0x0F0000F0, 0x0F0000F0
letter_f: .word 0x0F0000F0, 0x0F0000F0, 0xFFFF0FF0, 0xFF0F00F0, 0xFF0F00F0, 0xFFFF0FF0, 0xFFFF0FF0, 0xFFFF0FF0
letter_g: .word 0x0F0000FF, 0x0F0000F0, 0xFFFF0FF0, 0xFFFF0FF0, 0x0F000FF0, 0x0F000FF0, 0x0FF00FF0, 0x0F0000FF
letter_h: .word 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0F0000F0, 0x0F0000F0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0
letter_i: .word 0x0F0000F0, 0x0F0000F0, 0xFF0FF0FF, 0xFF0FF0FF, 0xFF0FF0FF, 0xFF0FF0FF, 0x0F0000F0, 0x0F0000F0
letter_j: .word 0x0F00F0FF, 0x0F00F0FF, 0x0FF0FFFF, 0x0FF0FFFF, 0x0FF0FFFF, 0x0FF00FF0, 0x0F0000F0, 0xFF0000FF
letter_k: .word 0x0FF00FF0, 0x0F000FF0, 0xFF000FF0, 0xFF0F00F0, 0xFF0F00F0, 0xFF000FF0, 0x0F000FF0, 0x0FF00FF0
letter_l: .word 0xFFFF0FF0, 0xFFFF0FF0, 0xFFFF0FF0, 0xFFFF0FF0, 0xFFFF0FF0, 0xFFFF0FF0, 0x0F0000F0, 0x0F0000F0
letter_m: .word 0x0FFFFFF0, 0x0FF00FF0, 0x0F0000F0, 0x0F0000F0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0
letter_n: .word 0x0FF00FF0, 0x0FF000F0, 0x0F0000F0, 0x0F000FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0
letter_o: .word 0xFF0000FF, 0x0F0000F0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0F0000F0, 0xFF0000FF
letter_p: .word 0xFF0F00F0, 0x0F0000F0, 0x0FF00FF0, 0x0FF00FF0, 0x0F0000F0, 0xFF0F00F0, 0xFFFF0FF0, 0xFFFF0FF0
letter_q: .word 0xFF0000FF, 0x0F0000F0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF000F0, 0x0F000FF0, 0xFF0000F0, 0x0F0F00FF
letter_r: .word 0xFF0000F0, 0x0F0000F0, 0x0FF00FF0, 0x0F0000F0, 0xFF0000F0, 0xFF000FF0, 0x0FF00FF0, 0x0FF00FF0
letter_s: .word 0x0F00F0FF, 0x0F0000F0, 0xFFFF0FF0, 0xFF0F00F0, 0x0F0000F0, 0x0FF0FFFF, 0x0F0000F0, 0x0F0000F0
letter_t: .word 0x0F0000F0, 0x0F0000F0, 0xFF0FF0FF, 0xFF0FF0FF, 0xFF0FF0FF, 0xFF0FF0FF, 0xFF0FF0FF, 0xFF0FF0FF
letter_u: .word 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0F0000F0, 0x0F0000F0
letter_v: .word 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0x0FF00FF0, 0xFF0000FF, 0xFF0FF0FF
letter_w: .word 0x0FFFFFF0, 0x0FFFFFF0, 0x0FFFFFF0, 0x0FFFFFF0, 0x0F0FF0F0, 0x0F0FF0F0, 0x0FF00FF0, 0x0FF00FF0
letter_x: .word 0x0FF00FF0, 0x0FF00FF0, 0xFF0000FF, 0xFF0FF0FF, 0xFF0FF0FF, 0xFF0000FF, 0x0FF00FF0, 0x0FF00FF0
letter_y: .word 0x0FF00FF0, 0x0FF00FF0, 0xFFF00FFF, 0xFF0000FF, 0xFF00FFFF, 0xFF0FFFFF, 0xFF0F0FFF, 0xFFFF00FF
letter_z: .word 0x0F0000F0, 0x0F00FFF0, 0xFF00FFF0, 0xFF00FFFF, 0xFF0FF0FF, 0x0FFF00FF, 0x0FFF00F0, 0x0F0000F0
 
off: .word 0



149
Miscellaneous / Re: Birthday Posts
« on: August 20, 2013, 05:50:25 am »
Happy bday juju :)

150
Art / Re: Atari 2600 peanuts
« on: August 20, 2013, 05:38:56 am »
Those are some tasty looking peanuts, nice work!

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