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Messages - Galandros

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406
General Calculator Help / Re: Writing an Emulator
« on: April 28, 2010, 03:16:19 pm »
Tilem is another open source.

Yes, PindurTI is open source. You can find here: http://sgate.emt.bme.hu/patai/programs/pindurti/

Aaaah ok

I hope RS gets back up x.x
Madskillz is working on it. I hope it gets up too.

407
General Calculator Help / Re: Writing an Emulator
« on: April 28, 2010, 09:00:04 am »
First the z80 processor:
See the z80 documentation from zilog. (search it)
An instruction set, like calcmaniac84 one: http://www.ticalc.org/archives/files/fileinfo/427/42722.html
(it has all opcodes, flags and what it does)


For the TI-83+ hardware:
See in WikiTI general information about TIOS memory layout and ports:
http://wikiti.brandonw.net/index.php?title=Calculator_Documentation

I saw a post in Maxcoderz from benryves saying the minimal ram, rom and ports behaviour to boot the TI-83+ OS. Maybe in a help thread or PindurTI thread.

You can always see the Wabbitemu, PindurTI and other emulators source code.

Good luck.

408
TI Z80 / Re: Lost Legends (reprise)
« on: April 27, 2010, 09:20:19 am »
The game centers around an apprentice knight named Fenrisson, who serves under the leadership of Captain Darius of the Knights Glendale. Prior to the game's events, Darius betrayed the King of Glendale and set out in search of a relic rumored to grant its holder the power of dragons. Although many of the king's men attempted to stop him, none were successful. One particular knight was Fenrisson's own brother, who never returned from his journey to Darius' citadel. Although a lowly apprentice, Fenrisson is determined to find his brother and put a stop to Darius' evil plans.
Fenrir was the original name, I think. Fenrir can be the short name for friends or something like that.
I have to revive my memory about the story advance and I have read your e-mail by now.
I like how your flee works, it makes so much more sense to game play. I have to start doing my own ideas to RPGs and write them down, when I play I have some ideas but I easily forget them. If I have a good idea, I will post to see to discuss about it.

I hope to bring the code to this. After school and exams end I will focus more on this project. Until then, I will do small z80 routines, PHP scripts and math in TI-BASIC. (btw one of the PHP scripts lets me code on any computer with Internet ^^)

I am thinking in still using the old graphics (they look nostalgic from old consoles) in some way.
The game can be only 45 minutes, but the Ex-Mode adds replayability, which is good. Maybe we can do one more mode that uses the old school graphics.

409
Which gets me asking: why is knowing conversion important?  I know how to convert from binary to decimal to hexadecimal, and yet I've rarely done it without a calculator.

Also, assuming it is necessary, can it be done in a later lesson?
To convert numbers greater than 255 I always use a calculator. But is useful to convert quickly to understand code like this from mind:
 and $80 ; this bit masking is seen a bit
But this is also the kind of things you memorize with use. After a while you know $8 is %1000 which means the bit 3 is set.

So, yes, conversion is not that important. But is good to know why we are "complicating" using hexadecimal and binary instead of just decimal all the time.

410
Yes, a lesson about number system is needed in an assembly tutorial.

And one thing they rarely tell is why hexadecimal is used. Decimal is used because it is the number system common people learn and know, this is somewhat obvious. Binary because that it is the number system that a computer uses, this one too. (memory and registers are just lots of bits with 0's or 1's)
But hexadecimal is used, in my opinion (and no one told me so correct me or complete me if it needs), because provide a short way to represent 8-bits with 1 digit and is easy to convert between hexadecimal and binary. And not hard either to convert to decimal.

I wish less teachers, tutorials or books say you require to learn something because you need to what is next. Knowing why are you learning something, can be important to really understand what you are learning and keep you motivated.

411
ASM / Re: ASM Optimized routines
« on: April 25, 2010, 05:04:47 am »
Very nice! I'll add these to my utils.z80 file that is included in all my app builds.

Anyone wanting to compile a stdlib.c and revive the tisdcc project? j/k
Actually I am working on something like that. I am hand writing C functions in z80 assembly just for fun. :P I will share them when I finish.
After seeing Axe Parser, it seems that is possible doing a good C compiler for z80. And we have documentation on how to optimize z80 assembly to do a optimizer, check the WikiTI topic: http://wikiti.brandonw.net/index.php?title=Z80_Optimization.

412
and your done write it once and it works every time no needless complexity.
At the beginning of every file put #include "z80 lib common.h" and your done it all works.
I'm honestly surprised it doesn't already exist.
and you don't have to worry too much about making really efficient code cause any decent optimizing compiler will rewrite your code in to something more efficient then you could ever possibly come up with anyway so all that matters is the algorithm you use for the most part.

someone make it weeks project I would do it but I don't have the time with other stuff.  :)
I am not understanding. Maybe if you give a example of usage?
The few z80 compilers don't produce very good code and that I know there is no optimizer for z80.
If you mean an API consisting of macros for z80, it does exist. :)

And I was starting to do a z80 lib with common routines like multiplication and division, so if you have some ideas I would like to know.

413
TI Z80 / Re: Zedd Physics Library
« on: April 24, 2010, 12:39:12 pm »
Interesting, I also wanted to come with a physics engine someday. And I don't know how you could come up with with such flexible engine. :o I was thinking on a way but never got it.

For making this engines you need to understand some physics. Having a list of formulas comes handy. Builderboy, what resources you have that help coding the engine? I use Wikipedia or MathWorld for math stuff, Wikipedia for algorithms but for Physics I never searched...
I am curious to see the source code because it seems very powerful and relatively ease to implement new stuff.

414
ASM / Re: ASM Optimized routines
« on: April 24, 2010, 12:12:44 pm »
I found this optimized routine around. It is as far optimized as z80 string copy can get.
Code: [Select]
;author: calcmaniac84, I think
;Copy zero terminated string at HL to DE.
StrCopy:
xor a
docopystr:
cp (hl)
ldi
jr nz,docopystr
ret

These are quite optimized. But may be is possible to optimize further. (speed and size) But it is not needed...
They shift a graphics buffer (optimized to 96x64) up or down by pixels passed in A register.
Code: [Select]
scroll_up:
#ifdef DEBUG
cp 64+1
call c,ErrorOverFlow
#endif
add a,a
add a,a
ld l,a
ld e,a
ld h,0
ld d,h
add hl,hl
add hl,de ; hl=a*12

push hl
ld de,768
ex de,hl
; carry is never set here if input is correct
; or a
sbc hl,de
ld b,h
ld c,l ; bc=768-12*a
ex de,hl
ld de,plotsscreen
add hl,de
ldir
;blank remaining area
ld h,d
ld l,e
inc de
ld (hl),$00
pop bc
dec bc ; bc=12*a-1
ldir
ret
;PSEUDO CODE
; ld hl,plotsscreen+12*a
; ld de,plotsscreen
; ld bc,768-12*a
; ldir
; ld h,d
; ld l,e
; ld (hl),$00
; inc de
; ld bc,12*a
; dec bc
; ldir
; ret



scroll_down:
#ifdef DEBUG
cp 64+1
call c,ErrorOverFlow
#endif
; a can be from 1 to 63
; a can be multiplied by 4
add a,a
add a,a ; a*4
ld l,a ; hl = a*4
ld e,a
xor a
ld h,a
ld d,a
add hl,hl ; hl = a*8
add hl,de ; hl = a*12
ld e,a ; de = 0

push hl ; a*12 will needed later
push hl ; 2 times
ex de,hl
;carry is never set here
; or a
sbc hl,de ; hl= -a*12, de=a*12
ld de,plotsscreen+767
add hl,de ; hl=plotsscreen+767-12*a
pop bc
push hl
ld hl,768+1
;carry always set
; or a
sbc hl,bc
ld b,h
ld c,l
pop hl
lddr
;blank remaining area
ld h,d
ld l,e
ld (hl),$00
dec de
pop bc
dec bc
lddr
ret

; ld hl,plotsscreen+767-12*a
; ld de,plotsscreen+767
; ld bc,768-12*a
; lddr
; or
; ld (hl),$00 ;; ld hl,plotsscreen
; ld h,d ;; ld (hl),$00
; ld l,e ;; ld de,hl+1
; dec de ;; ld bc,12*a-1
; ld bc,12*a-1 ;; ldir
; lddr ;; ret
; ret

415
I just don't think my brain is equipped for this type of logic. Maybe it's true that people who are inclined toward certain skills or reasoning will be less inclined toward others. For instance: I'm good with grammar and creative writing, but I'm absolutely terrible at math. I can force myself to learn how some particular task is done, but then I could literally forget how it was done just a few minutes later. When it comes to writing, I very easily understand the patterns because they're based in words.
Curious.
For me, solving programming problems is very much like solving mathematical problems. I always have the same feeling while solving math problems and think in a way to code things. The kind of intelligence required must be similar, both in math and programming you are dealing a lot with numbers and variables.
About interpreting text, language and visual things, I don't have the same ease but I am ok at it.

I already learned assembly and captured the concepts with some difficulty and time. Some parts of ASM in 28 days I didn't understand at first because of C stuff there and advanced without had really learned a few things.

I long had the idea to write a ASM tutorial, without low level languages experience.
Maybe we can exchange some text and ideas. My advice right now is planning very well the tutorial.
Do the brainstorm of what topics are needed and their order (in a logical way, of course).
Then write some notes to remember to put examples, images, well commented source code examples, etc..
Finally write the topics, focusing on the first topics.

416
Escheron: Shadow over Ragnoth / Re: E:SoR Images
« on: April 22, 2010, 07:20:44 am »
I bet you could pull off a 4x4 routine, just a small rethink is all.

Id be glad to give you some pointers if required :).
I can get the theory. It is just question of shifts and masking.
But I  have hard time implementing more complicated things in assembly. It is very hard to not destroy registers or mess up somewhere. So is better to start practising with simpler things first. I moved from TI-BASIC to assembly, so I don't have any C background to help me.

Anyway I accept you offer, when I need some help I will try to find you in IRC or email. Thanks. :]


@Zera: I don't mind writing a engine from scratch for the new graphics but only after I finish the old engine so I have more practise.
But I still would enjoy code the original LLI design with some balance changes and better map graphics.

I understood the battle system in the map, that is actually a good idea.

I would really like to release LLI this year.

417
Escheron: Shadow over Ragnoth / Re: E:SoR Images
« on: April 21, 2010, 04:42:10 pm »
You should PM me.

Now I saw the pictures. That are revamped graphics of the original LLI design. It was the first thing I though without reading the text. The tiles are familiar to me. :P
I don't have for now the experience and skill to deal with a engine complex like the Escheron that Iambian works.

The current LLI game is enough challenge to me and I feel capable to finish but taking my time. I still work a bit on it through the asm routines I write. Some of them were specifically target to LLI like the optimized DispHL_game I shared on forums and WikiTI.
But if you give the updated graphics I will surely use them. ;) I think the mock ups keep the 16x16 sprites. They really look cute.
Borders are actually piece of cake if you put them in the custom font. ;) That is what I am doing in LLI, already.

My limitations: I can not write my own 4x4 engine. It is too hard for me...

We can talk further. Maybe do its own topic or via mail.

418
Escheron: Shadow over Ragnoth / Re: E:SoR Images
« on: April 21, 2010, 04:38:40 pm »
You should PM me.

Now I saw the pictures. That are revamped graphics of the original LLI design. It was the first thing I though without reading the text. The tiles are familiar to me. :P
I don't have for now the experience and skill to deal with a engine complex like the Escheron that Iambian works.

The current LLI is enough challenge to me and I feel capable with time. I still work a bit on it through the asm routines I write. Some of them were specifically target to LLI like the optimized DispHL_game I share on forums and WikiTI.
But if you give the updated graphics I will surely use them. ;) I think the mock ups keep the 64x64 sprites. They really look cute.

We can talk more through mail.

419
Gaming Discussion / Re: Gaming Survey!
« on: April 21, 2010, 04:37:15 pm »
I gave my contribute.

And I really enjoy emulation gaming. I don't care the console, GBA, NDS, GB, NES, Sega Genesis, Atari, I try games for them all...

420
Humour and Jokes / Re: ROL4 - the first time it ever made it to public
« on: April 21, 2010, 04:25:24 pm »
Also check your Inbox on the forums
Checked. ;)

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