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 - Galandros
Pages: 1 ... 18 19 [20] 21 22 ... 84
286
« on: May 28, 2010, 04:03:44 pm »
Congratulations for the feature and news topic in ticalc.org. You have strong possibilities of winning a POTY or at least gain many votes.
287
« on: May 28, 2010, 03:59:33 pm »
I think that for the later, Ndless authors cannot be held responsible. It's like torrent programs. They were done to use torrents, not to pirate stuff. Their authors are not responsible if people use their software in a way they were not intended to be used for. Because of this, if Ndless was made so a CAS OS cannot be installed on a non-CAS model and TI tried to fight, the EFF could help the community win and it wouldn't be hard. But then, there is still the issue that TI might just give up on the calc market.
Wow, some people working on their spare time and making a large firm to give up in a market is a strike of a life time. I hope they discover a viable solution soon. If there was a easy way to talk and negotiate with TI about allowing 3rd party assembly software in the Nspire would be the optimal solution. This way, both TI and the community won. TI protected their CAS calculators and probably their OS and we normally are happy by just running assembly programs. (until we get a good alternative language)
288
« on: May 28, 2010, 10:17:44 am »
Those documents make few sense for me. What I would really like to see is a complete instruction set of ARM with mnemonics and description of what the instruction do.
289
« on: May 27, 2010, 05:52:45 pm »
Wow, step the instructions in source code is terrific. I wish I could change the tab size because it helps to see source code of others. (I use tab size of 4, too, but not everyone) Creating a spasm.exe and wabbitemu.exe for every folder in which you open a file is not very good... I hope you fix it in a final release.
Is there anything I can help with testing Wabbit Studio or Wabbitemu?
290
« on: May 27, 2010, 01:15:03 pm »
53 on my first 3 tries.
wow, that is a very funny game to play with a group of friends. I did not think I was capable of enduring some seconds with Up, Down, Left, Right and WASD keys in first try. xD
291
« on: May 27, 2010, 07:20:58 am »
Congratulations lolje, if you haven't released yet, it is a good time to release the optimizations.
292
« on: May 27, 2010, 07:19:11 am »
is there a way to control the speed at which an interrupt is executed compared to the rest of the program? Otherwise I think sound might slow the game down way too much
You can set the frequency at which the interrupt code is called. The slowest is 110 Hz (executed 110 times per second) , I think. But you can for example, increase a counter, save it and if is odd, exit the interrupt and goes back to normal code.
293
« on: May 27, 2010, 07:14:56 am »
Ben Ryves done a curious experiment of multitasking using the custom interrupt.
But a operating system is a new level, I like the concept. Good to luck for doing it. An OS is a big project.
294
« on: May 26, 2010, 03:23:52 pm »
Wow, I was curious to know why the heck that bug existed. You are continuing the "fixing bugs for them". Nowadays many experienced TI-BASIC programmers know that they should put the closing ) in loops that use If's. And it is well documented in TI|BD. So now many of us "live with it". If someone has interest to find a patch, he would almost certainly see first how to solve the bug. I also prefer an oncalc patcher if possible. Sending a full patched OS for just one bug is a little exaggerated.
295
« on: May 26, 2010, 01:38:35 pm »
That sounds neat! Could you just append 256 bytes to the end of the program and use those as the vector table? I like how it sounds so far.
Not that easy because the vector table has to be aligned in memory like every byte between $9900 and $99FF. And I think it is 257 bytes for some strange reason.
296
« on: May 26, 2010, 09:16:02 am »
an 8x9 alternative could be better, because 1 pixel taller would make the worms look more like you see in all the worms games.
297
« on: May 26, 2010, 04:18:58 am »
Replaced all the "b_call_PutS" with "call app_PutS" and included the small routine, but it's still messed up. It does show the text now, though its in large font, and no where near where I want it. Also, I can't applie it to sprites I'm probably doing something wrong, but what's the normal way to display sprites/small text in an app where I want when I want? Works when I use TASM to assemble and run it, but in an app its all still random junk on the screen, QQ.
For using small font there is a flag you need to change. (see asmin28days tutorial in the part about text display, I think) There is other flag to write only to the buffer and not to the screen, so you copy the buffer to screen whenever you want. For sprites a normal routine works, are you giving the right inputs for it? If you have some bugs on the APPS, it can happen to show strange symbols in all the screen upon exit.
298
« on: May 26, 2010, 04:13:31 am »
Congratulations! The next objective is having 5 digits.
100 000 is too many posts for my mind. O_O
299
« on: May 26, 2010, 04:11:38 am »
Another great video related to calculators by DJ.
I hope it gets exposure, so more excellent games appear. Axe Parser can beat every interpreted language we could do for z80 in speed.
300
« on: May 25, 2010, 03:33:13 pm »
Thanks for the answers, they were all excellent and I will complete the list in the weekend.
I knew my list was incomplete but I wanted some help to remember other stuff that I would miss even if I though hard or search for one hour. And advices from you, guys, are really helpful.
As side note, I read a small book about Japanese and became amazed how they don't use frequently the subject-verb-object because according to Wikipedia the nature course of human languages is to take this order (more frequently than others) either spoken or by gestures.
Pages: 1 ... 18 19 [20] 21 22 ... 84
|