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Messages - Halifax

Pages: 1 ... 14 15 [16] 17 18 ... 90
226
Computer Usage and Setup Help / buying a new pc
« on: September 27, 2007, 01:59:00 pm »
Is it legal or against man laws to date one of your friend's sisters? For some reason I think it would be awkward between my friend and I if I dated his sister.

227
TI 68K / NBA 68K
« on: September 27, 2007, 01:55:00 pm »
Yeah. I really like RISC instructions, even though they can get lengthly, because they do specialized things, and are very descriptive.

Hey we could do that. We should write a custom Table file!

228
TI Z80 / Bowling v1.2
« on: September 27, 2007, 08:48:00 am »
Wow this is amazing Nitacku, great job!

229
News / RPGSK2 released!!
« on: September 27, 2007, 08:45:00 am »
Sorry. Feel free to delete this post as you probably will, but just to shed some light.

DJ_Omnimaga wasn't just "bashing" you based on the ascii comment.

QUOTE

not to rain on your parade with my assembly bigotry, but...dontcha think you could make it faster? you dont even have collision detection yet and its getting to be pretty choppy.


QuoteBegin
-->
QUOTE

does this have to be pure? (shameless asm plug)


Also it would be awesome if you could edit RPGSK2 maps on the computer!

230
TI 68K / NBA 68K
« on: September 27, 2007, 08:29:00 am »
No PS3 assembly isn't in japenesse since it is based off of PowerPC instructions. But yes I love 68K, x86, and PowerPC assembly.

@Liazon: Great job! You will be one of the lucky few to recieve the NBA 68K beta.(More contests to come) And yes 'lea' is an instruction which stands for 'Load Effective Address'

P.S. Yes you can simply change the name of the instruction in the table file(.tab)

Basically Liazon those are all just defines, and you could do it that way although it may increase your compile time by like .0001 seconds :Ptongue.gif It won't be that much slower because defines are second-level to assembler instructions which means it searches assembly instructions first, and then defines. It does this all with binary search too(This is based off of SPASM source)

231
Pokémon Purple / [PP] Progress, Starting in '07
« on: September 26, 2007, 03:25:00 pm »

 THE POST 13440898
Unreal Tournament 3>Metroid Prime 3>Halo 3>Gears of War  


232
TI 68K / NBA 68K
« on: September 26, 2007, 03:19:00 pm »
Haha. Yeah I know what you mean, but I like z80 assembly compared to PS3 SPU assembly like:

mpyhhau
shlqbybi

:)smile.gif

The first person to figure out what those two instructions mean for PS3 SPU Assembly will be one of a limited few to receive the NBA 68K demo. ;)wink.gif

So be the first!(The information is readily available on the Internet. You just need to know the right place to look.)

233
News / RPGSK2 released!!
« on: September 26, 2007, 01:18:00 pm »
I agree. The learning curve to assembly is great. The mastering curve is even greater! In fact I don't think I can say anything has mastered Assembly. And by master I mean that can output optimized code that works on the first try, and never fails. Which is simply and virtually impossible. ;)wink.gif

Yes I do think you should lay off though because ascii graphics can be pretty amazing!

234
TI 68K / NBA 68K
« on: September 26, 2007, 01:15:00 pm »
Hmm I actually wouldn't say my way is more readable than z80.

@bfr: mulu stands for MUltipLy Unsigned which is the conjugate to muls

@Liazon: Basically, except nothing is inserted around my code because I follow standards. d0,d1,d2,a0,a1 are all throw away registers which means that you should never count on those registers ever being saved. If I didn't follow the standards, then yeah it would probably generate some push's and pop's (move)

Either way I could have just put those into '.s' files and included them in the build, but I like inline assembly better because it is easier to maintain.

235
TI 68K / NBA 68K
« on: September 25, 2007, 02:37:00 pm »
Yeah, that is one thing I love about the 68K. Plus it is just as easy, if not easier, to write assembly for the 68K as with the z80.

236
TI Z80 / Age of culture II
« on: September 25, 2007, 09:01:00 am »
Ah yes, true, but it would be so sweet to have a map editor for AOC2!

237
TI 68K / NBA 68K
« on: September 25, 2007, 08:56:00 am »
Coding has commenced on NBA 68K

Just curious, because after I finished these vector algorithms I realized I suck at 68K ASM. :Ptongue.gif So can anyone spot any optimizations on this?

c1-->
CODE
ec1
vec2w vec2w_new(u16 x, u16 y)
{
 
238
Pokémon Purple / [PP] Progress, Starting in '07
« on: September 25, 2007, 08:47:00 am »

 THE POST 13438511
*Halifax

239
TI 68K / NBA 68K
« on: September 24, 2007, 11:28:00 pm »
DJ_Omnimaga: Perfect, thanks, you are making my job easier since I didn't have time last night. That looks fine, no need for dithering.

240
TI 68K / NBA 68K
« on: September 24, 2007, 12:44:00 pm »
Not really, he used 16 color grayscale :/confused.gif , but we will see how the outcome looks. I will try to get it converted tonight.

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