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Messages - Halifax

Pages: 1 ... 47 48 [49] 50 51 ... 90
721
TI Z80 / Grayscale Minesweeper
« on: March 25, 2007, 01:37:00 pm »
82 FPS!!!! That's crazy dude! How do you calculate FPS? Like what kind of an Assembly routine do you use?

722
TI Z80 / StarCalc 0.2 Beta
« on: March 25, 2007, 01:36:00 pm »
Yeah definetly! Beta testers(Halifax) rock Cause beta testers(Halifax) find the bugs. ;)wink.gif

723
Casio Calculators / Cool looking graphing calculator
« on: March 25, 2007, 01:34:00 pm »
My thoughts on this:

The TI-OS is better, more planned, and more thought out and crisp than any other operating system for a calc to me(although it may not be optimized) I love the layouts of the 89's and down because they are so easy to navigate. I really don't like the Homescreen/GUI of that calc. It looks too crowded so I think we should stick with whats not broken. TI!

724
ASM / Running programs in the VAT
« on: March 24, 2007, 11:28:00 am »
Ok yeah. Well I look at it like this

there is a jp label

and there would be a number say $A190 so

$A190 - $9D95 = $03FB so I would just increase the pointer $03FB or ($03FB - 2 cause jp is 2 bytes) from the location it is at since its reading the label

725
ASM / Assembly Coding Optimization
« on: March 24, 2007, 11:22:00 am »
Fallen_Ghost none of those routines belong to me. They were copied right from Maxcoderz. I just pasted them in here as I stated in the top of my post up there

QUOTE

Ok I have compiled this code from MaxCoderz and figured it would be useful for some ASM programmers over here. You all can post your own routines and optimized stuff here too.

726
ASM / Running programs in the VAT
« on: March 23, 2007, 07:01:00 pm »
so then for 'jp label' couldn't you do label - $9D95 and increase pointer by that number.

727
TI Z80 / Galactic ENHANCED
« on: March 23, 2007, 06:27:00 pm »
wait who said Galactic was finished??? and haha Liazon I doubt I am going to make an app anytime soon. z80 Applications were hard enough.

728
TI Z80 / NexGenGS
« on: March 23, 2007, 06:25:00 pm »
When you say leo do you mean leofox??
And when you say EFA I am guessing something with the release data??

So I will tell you this the first release should be within 6 months or less. Somewhere around there for me to get everything I want in there for now. And then I can begin additions. The main thing is library development that takes long. I am trying to make evreything as optimized as possible and that means writing multiple routines and finding the tstates and then testing and debugging and so on... and then it makes it to the final library!

Also I am writing an html documentation along with it.

729
ASM / Assembly Coding Optimization
« on: March 23, 2007, 10:46:00 am »
Ok I have compiled this code from MaxCoderz and figured it would be useful for some ASM programmers over here. You all can post your own routines and optimized stuff here too.


Optimization 1 - Loading 0 into A
----------------------------------
Unoptimized
c1-->
CODE
ec1
ld a,0
c2
ec2
to
c1
-->
CODE
ec1
xor a

or

sub a,a
c2
ec2

ld a,0 is unoptimized because it takes more bytes and tstates than both "xor a" and "sub a,a". They both do the same as ld a,0
------------------------------------


Optimization 2 - Comparing the value 0
------------------------------------
Unoptimized
c1
-->
CODE
ec1
cp 0
c2
ec2
to
c1
-->
CODE
ec1
or a
c2
ec2

same with above. "or a" takes less space and tstates than "cp 0" and does the same thing.
-------------------------------------


Optimization 3 - Loading numbers into register pairs
-------------------------------------
Unoptimized
c1
-->
CODE
ec1
ld b,$88
ld c,$45
c2
ec2
to
c1
-->
CODE
ec1
ld bc,$8845
c2
ec2

the first one takes 14 tstates while "ld bc,$8845" only takes 10 tstates. It is self-explanatory that what goes in B comes first and C comes after.
---------------------------------------


Optimization 4 - Loading a Pic onto the screen (SPEED OPTIMIZATION)
---------------------------------------
Unoptimized
c1
-->
CODE
ec1
ld hl,gbuf
ld de,pic
ld bc,768
ldir
c2
ec2
to
c1
-->
CODE
ec1
ld hl,gbuf
ld de,pic
ld bc,768

copyfast:
 
730
ASM / Running programs in the VAT
« on: March 23, 2007, 10:25:00 am »
Ok I know about the VAT and how it works. But once you get te program how do you run it. Also how would I search in the program for like .db 2,4,1,4,5,6 or something and if I found a jp that I wanted to use how would I jump to the label specified. Like if the program had jp label. How would I go to label in the program.

731
TI Z80 / Long Term Project's
« on: March 23, 2007, 10:18:00 am »
I think that would be kind of sketchy with Xlib Super_Speler. It looks good with b/w animated water though. Grayscale animated water is possible but I don't think do able to make it look good or make the game run fast. Also Delnar I have been into spriting lately and I think I have gotten better. If you want me to help I can.

732
Pokémon Purple / [PP] Progress, Starting in '07
« on: March 23, 2007, 06:23:00 am »

 THE POST 13015993
Nice dude! I wish I was as dedicated as you.  


733
TI Z80 / NexGenGS
« on: March 23, 2007, 06:18:00 am »
that's wierd because I have used iy before without repointing it back and it never crashed the calc.

734
TI Z80 / Galactic ENHANCED
« on: March 22, 2007, 04:53:00 pm »
I will have to disagree with you on that topic. Programming Galactic in Assembly only took me two days. Ok and also its almost a direct port to 68K ld = move and so on w/e.... I will have the 68K port done by this weekend. Trust me it is harder to try and put ASM into C.

735
TI Z80 / NexGenGS
« on: March 22, 2007, 04:44:00 pm »
Double post for an update:


user posted image

Ok this is my masked sprite routine. I really didn't feel like making anything extravagant. But keep in mind this is calling bcall(_clrscrnfull) before ever move! So that gives you an idea of how fast the routine is.

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