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Messages - Galandros

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391
Well thought.

The README is well written and for Linux users that know how to deal command line there is nothing much to say.
I would only include the supported calculators in the documentation of the packages for now. Too bad there is no 83+ calculator supported.

Will be any utility to send and receive files?
I suggest that for sending, you put the files you want to send in a folder and call the program from command line or bash script.
And for receiving have options to receive all variables of a certain types (normally we will use programs, apps, appsvars and pics though)

For single and certain files receive/sending I would do my bash script but would be nice to provide some examples in the documentation.

392
TI Z80 / Re: The Legend of Zelda
« on: May 01, 2010, 09:29:20 am »
Very good design as always. You could be a excellent game designer in the future. Meanwhile it is great to see your share work for others to do.

I like the start screen as it is. For me it has the right side. Smaller would loose too many detail. The problem here is the calculator low resolution...

393
Just trying to find the complete font of CASIO Fx-9860G SD tokens (CASIO did in the minimum a decent work, I have a hint that their tokens are ASCII compatible unlike TI *cough*) and they have all mathematical/logic symbols and greek letter, you would want. And the search directed me to some game archive.

To see the topic, search for "Indestructo Tank v1.1" in the page of the link bellow because the page doesn't have a anchor or link to the topic...
http://www.casiocalc.org/to/fsdisplay.php?cat2disp=FS.FX-9860G.casm

I have been seeing some CASIO and HP calculators just to see the other side. I discovered along the way some ideas to implement on TI calculators.

394
2010 will be the most active year without additional effort. Just everyone keep participating. ^^

What would be cool is Omnimaga bringing some good competition the POTY in ticalc. ;)
This means we have to finish some good games and other stuff.

395
Web Programming and Design / Re: jBasic
« on: May 01, 2010, 03:25:44 am »
Interesting. For now the code will look much like JavaScript but later when you added most stuff, it will be similar to BASIC, I think.
Don't forget to bring the Math.functions to a normal function.

I will keep updated about this.

396
ASM / Re: ASM Optimized routines
« on: April 30, 2010, 04:36:12 pm »
And I have only found daa useful (other than its intended use) when converting between hex digits and ASCII, I think.
Yes, it is true. Strange how it works...

; this code is not documented...
cp 10
ccf
adc a, 30h
daa

;but this I know that converts the low nibble to ASCII char
   and  $0F
   add  a,$90
   daa
   adc  a,$40
   daa

397
ASM / Re: ASM Optimized routines
« on: April 30, 2010, 02:23:29 pm »
Those multiplications by 128 won't work. Multiplying 256*128 would give 0.
True. I tested small numbers. Works up to 255.
At least gives a good a*128 routine.

EDIT:
I got one solution that works on all numbers that fits in hl, 7 bytes but faster than conventional way:
Code: [Select]
xor a ; resets carry and register
 rr h
 rr l   ; divide hl by 2
 rra
 ld h,l
 ld l,a ; multiply hl by 256 (moving low byte to high byte trick)
;8 bytes, 32 clocks
;conventional way is 7 bytes and 77 clocks
;it does in less than half the time with only 1 byte cost, substantial speed increase with only 1 byte cost

Axe Parser could improve with a option to make it optimize for speed instead of the size default.

398
ASM / Re: ASM Optimized routines
« on: April 30, 2010, 01:15:29 pm »

  • Signed division by any nontrivial constant, other than 2, including negative numbers?
  • Modulus with any constant that is not a power of 2?
Constants need to be 16-bit?

399
ASM / Re: ASM Optimized routines
« on: April 30, 2010, 09:21:30 am »
Quigibo's Challenge!

Can any of the following be done in 6 or fewer bytes?  The input and output must be HL.

  • Multiply by 128?
  • Signed division by any nontrivial constant, other than 2, including negative numbers?
  • Modulus with any constant that is not a power of 2?
Challenge accepted.

Answer to the multiplication by 128 in 6 bytes:

I started coding a routine that multiply A by 128:
Spoiler For Spoiler:
; The old trick to multiply by 256, by moving the low byte to high byte
 ld h,a
 xor a   ; resets carry
 rr h     ; divide h by 2
 rra      ; and pass bit 0 to a
 ld l,a   ; store to l
; hl is a*128

After that, I very easily modified to (hl*128)%((2^16)-1). Unsigned version:
Spoiler For Spoiler:
ld h,l
 xor a
 rr h
 rra
 ld l,a
; 6 bytes and 24 clocks to multiply hl by 128, not bad O_o

I am very sure this routines works but I have not tested.
EDIT4: tested with a few values, it works.

EDIT3:
Multiply hl by 128, now signed. If I am right, to do signed, you only need to preserve the bit 7? If that's so:
Spoiler For Spoiler:
ld h,l
 xor a
 sra h
 rra
 ld l,a
; 6 bytes, 24 clocks, too

Now I will think about the others when I have more free time. Fun, fun, fun.
Give me some time, please. :)
EDIT: I am thinking in putting some of this challenges in WikiTI when we end the challenge. And maybe Axe's routines. If you have other routines/challenges of optimization share to see what I can do.
EDIT2: fixed a bug/typo and commented even more the code

400
Project M (Super Mario) / Re: Project M Reboot
« on: April 29, 2010, 07:38:47 am »
The Project M is looking like the definitive Mario game for z80 calcs. It seems like only missing the pipes, level end and maps for releasing the game. Seems so close to finish...

I hope you don't have hard bugs to fix.
Will be there any bosses?

401
Introduce Yourself! / Re: O hai there.
« on: April 29, 2010, 07:30:48 am »
You will be a happy gamer in Omnimaga. ;) Welcome.

Don't forget to give some fresh ideas or improvements for the games.

402
The Axe Parser Project / Re: The Axe Pages
« on: April 28, 2010, 05:31:36 pm »
My code only disables the On interrupt and later restores it. I hope it works and stops the On slow down. The code does not install custom interrupts...

It is only 10 bytes. (the 2 ret's can be omitted if you run the code forwardly instead of using as a function call'ed)

In z80 assembly, the instructions (a instruction correspond to 1 line of source code, normally) take 1 to 4 bytes.

EDIT2: Oh, I got it. The On Break is really useful to prevent endless loops and a RAM Clear. That is a important feature in debug even if for 100 bytes because it is quite common to get in a endless loop.

403
The Axe Parser Project / Re: The Axe Pages
« on: April 28, 2010, 03:50:03 pm »
Quigibo, the On interrupt can be easily disabled with a write to a port.
Seeing the WikiTI documentation, I coded this routines. They are experimental, no test was made by me.

disableOnInterrupts:
 in a,(3)
 and %11111110   ; Bit 0: Set 1 to enable the ON key. Set 0 acknowledge the interrupt request and/or to disable it.
 out (3),a
 ret

defaultInterruptTIOS:
;For normal operation, write 0B (00001011) to this port. This will allow the first timer to generate interrupts, and the on key.
 ld a,$0B
 out (3),a
 ret

404
TI Z80 / Re: Lost Legends (reprise)
« on: April 28, 2010, 03:34:06 pm »
As far as I know, only 6-level is possible; but I'm not sure what that would require. Might make the assets a bit too large to fit into memory.
Yes, it really takes up lots of memory but calcmaniac84 managed to do with his 8-lvl gs in Chip's Challenge.
You should try doing 8-lvl design. I am really curious to know what more depth you could achieve. It is interesting to see what can be possible with the calculators' low resolution but 8-level grayscale. And I think everybody else that reads this topic is excited about a 8-lvl RPG, too. ;D

I know how the 4-level engine works and modify to 8-lvl but I prefer to work and release something in 4-level rather than just not release anything, trying to achieve 8-level.
So I leave 8-level RPG to calcmaniac84. *run*

405
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: April 28, 2010, 03:28:10 pm »
It is very handy to be able to whip up utilities when you need them, saves a hell of a lot of time and headaches.
I think is very cool we (programmers) can do our tools to help ourselves and maybe others.

I really enjoy giving use to technology.

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