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Messages - FloppusMaximus
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106
« on: April 02, 2011, 05:43:05 pm »
The current Axe Parser package includes a copy of RabbitSign, but it does not include the license, copyright statements, corresponding source code, or in fact, any acknowledgement of the program's origin. Instead, it contains what is apparently a README file for Wabbitsign (which is an unrelated program with a similar name and function.) RabbitSign is free software, licensed under the GNU General Public License. That means that anyone is allowed to use, copy, or modify it however they like. It also means that if you distribute it, you have a responsibility to inform users about their rights (including telling them where they can get the source code.) It's up to you how you do so, provided you comply with sections 4-6 of the GPL. What I would suggest, however, is that you simply include the COPYING and README files from the RabbitSign binary package (note that the README file includes a URL where the source code can be found.) Please fix this as soon as possible. Users have a right to know where the software they're using came from, and what they are allowed to do with it.
107
« on: April 01, 2011, 02:38:01 am »
Well, if this really is what future 84+ OSes are going to look like... that really sucks. Still, it's not as if they can force people to upgrade. My hat's off to whoever did this. The random crashing is a nice touch.
108
« on: March 30, 2011, 10:53:34 pm »
I believe it's actually encrypted using Wolbhsif
109
« on: March 30, 2011, 10:42:47 pm »
Magic! (Well, actually, serendipity. I had just done the math to check that 8-bit additions would be sufficient, so I happened to notice that H was just the right value to compare to at that point. As you can see, plotSScreen + 7 * 12 = 9394h.)
110
« on: March 30, 2011, 10:26:35 pm »
That's sort of what I was asking before, about whether you'd want to have the mask as part of the sprite or as something separate.
I was assuming you'd want to draw everything (mask and both image planes) in one pass, but using multiple passes is also an interesting idea; it would make the code much simpler (hence smaller), as well as more flexible, but also somewhat slower.
111
« on: March 29, 2011, 11:04:22 pm »
Oh, this is confusing, but I think I understand now. That's not what "back" and "front" mean in normal usage. So is appBackUpScreen "light" and plotSScreen "dark", or vice versa?
112
« on: March 29, 2011, 10:23:26 pm »
Oh, OK. So you'd be looking at 18 bytes of wasted space per sprite, not 6. Would you give every sprite its own mask, or share a mask between multiple sprites?
Also, I don't really know how grayscale works in Axe. Which buffers do you use?
113
« on: March 29, 2011, 09:59:53 pm »
The Nspire OS must include the zlib decompression routines; does it include compression routines as well?
114
« on: March 28, 2011, 11:29:21 pm »
Pucrunch is designed to be asymmetrical - the PC does the considerably-harder work of compressing the data so that the decompressor can be fairly simple. If you want to both compress and decompress on the calculator, you should probably think about using a simpler and more symmetrical algorithm.
115
« on: March 28, 2011, 11:18:34 pm »
I always wondered if USB8x works via the TI-Nspire in 84+ mode, but then we're getting a bit off topic.
It doesn't. The Nspire doesn't emulate the 84+'s USB controller - all USB access is done through a set of special opcodes instead. I don't know enough about these special opcodes to even say whether a port of USB8x would be possible.
116
« on: March 28, 2011, 11:12:10 pm »
Points to keep in mind: - If you alter the mapping in the 8000-BFFF or C000-FFFF blocks, system routines - including the system interrupt service routine - will not work. Most other stuff - e.g., shell library routines, many Axe builtin commands - won't work either. - If you alter the mapping in the 4000-7FFF block, you must restore the original mapping before exiting your program.
117
« on: March 28, 2011, 11:02:14 pm »
You might consider storing them in a packed form and only uncompressing them when your program starts up.
Or I could write a routine for you. What type of sprites are we talking about (OR, XOR, masked, grayscale, clipped, ...?)
118
« on: March 28, 2011, 10:53:28 pm »
Resizing one 8x8 sprite takes 0.1 seconds, meaning resizing 10 8x8 sprites would reduce your frame rate to 1 frame per second.
I'm not sure what exactly you mean - the time taken depends greatly on the size of the output, and less on the size of the input - but I don't think it's anywhere near as bad as you're suggesting. I wrote a scaled sprite routine a while ago, which takes about that long to draw a sprite at 64x64 (masked, with both X and Y clipping.) This, of course, is an extreme case.
119
« on: March 26, 2011, 10:28:35 pm »
Right. (Technically speaking, in some weird modes, it does depend on the mapping, but you don't need to worry about that, because nobody will ever use those modes.)
120
« on: March 26, 2011, 10:13:37 pm »
Well, at first I thought the challenge was to store the sprite in a string in Ans (so you can recall it into an Axe program.) Then I looked at SirCmpwn's version and realized the challenge was just to display the string on screen. My first version (store the string in Ans) is 39 bytes of code: ld hl,16 B_CALL CreateTStrng inc de ld hl,plotSScreen loop1: ld b,2 loop: xor a rld daa add a,-16 adc a,40h inc de ld (de),a djnz loop ld a,l add a,12 ld l,a cp 95h jr c,loop1 B_CALL OP4ToOP1 B_CALL StoAns ret
(I feel like this could be optimized a little more.) My second version (display the string on screen) is 26 bytes of code: ld hl,plotSScreen loop1: ld b,2 loop: xor a rld daa add a,-16 adc a,40h B_CALL PutC djnz loop ld a,l cp h ret nc add a,12 ld l,a jr loop1
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