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Messages - Halifax
Pages: 1 ... 48 49 [50] 51 52 ... 90
736
« on: March 22, 2007, 04:10:00 pm »
Galactic 68K was a psuedo port(It wasn't really the way I wanted to go with it). Also why port it to C. Its easier to represent a program thats in Assembly in Assembly, not represent in C. Plus 68K Assembly is as easy as z80 Assembly. The only thing is messing with longwords. Otherwise its a breeze and only took me about 4 days to learn it.
Note: I really don't focus on any of my projects. I just switch between them because they help each other. Working on NexGenGS has lead me to think of some easier ways to manipulate the screen and synchronization among other things. So really its not good to focus on one thing I believe. (That's just me)
737
« on: March 22, 2007, 03:17:00 pm »
Ok this may not be an update by I just thought I would mention. Galactic 68K was a psuedo port of Galactic ENHANCED because I did not hold the knowledge to port it myself. Now, I have learned 68K Assembly and I have the knowledge, I will be porting Galactic ENHANCED to 68K myself for the TI 89 and TI 92, V200.
738
« on: March 22, 2007, 03:13:00 pm »
hmm yes clipped will be supported. And yes they were made from scratch and the number of loops it goes through is the rows of the sprite and the offset of the sprite. I consider this as fast minus a little as ionputsprite. EDIT: What is up with this. I disabled the interrupts and put all the inputs in correctly (the routine was using iy) and it crashed the calc. I changed iy to ix+8 temporarily and it worked fine? I had interrupts disabled what is up?? Fallen_Ghost?
739
« on: March 22, 2007, 01:18:00 pm »
wow graywolf o.o for me it will be(10th grade); English 10 Honors Chemistery Honors Algebra III\Trigonometry Honors Calculus Colle Prep American History II Honors Spanish III AP Advanced Computer Programming
740
« on: March 22, 2007, 12:57:00 pm »
Ok update update:
I knocked off 26 lines of the 8xn masked sprite routine. Yeah!!!! And god knows how many bytes(ill check later)
Also I am currently working on another 16xn masked sprite routine that will knock off some pounds too. That coming later on tonight.
Another update: I just finished my 16xn sprite routine with xor logic so that it is faster than ionlargesprite
8xn masked sprite routine # of lines = 50 lines 16xn sprite routine # of lines = 51 lines
I have obviously optimized them to the fullest as ionputsprite takes up 42 lines.
741
« on: March 22, 2007, 12:39:00 pm »
haldkajskh _3fg are you kidding me? ? bah... Big D and the Kids Table rocks
742
« on: March 21, 2007, 12:36:00 pm »
Yeah I went to see them and they played with "Big D and the Kids Table"
743
« on: March 21, 2007, 11:59:00 am »
Yeah _3fg that is just one example of ska but there are some bands that play happy ska. Speaking of Streetlight Manifesto they just played down the street from me like 4 days ago at the Crocidile Rock
744
« on: March 19, 2007, 09:53:00 am »
Ska is good when I want to feel happy. I love the trumpet in some songs. Its just so cool!
745
« on: March 19, 2007, 09:52:00 am »
*Halifax knows how to write and read Bitmaps if you want to save them in thaet format and stuff.
746
« on: March 18, 2007, 03:31:00 pm »
Dude amazing. Best ideas ever.
747
« on: March 18, 2007, 11:33:00 am »
Wow Demon this is shaping up to be the (if not already) best sprite editor ever.
@Liazon: Using A is the most speed efficient and size efficient way because that is what you use to do all comparing. So putting key input into C would only make it slower because you have to load into A.
748
« on: March 17, 2007, 05:56:00 pm »
oh bfr that's basically the same as inline assembly. And no Jon. For that you would have to write your on parser. As I have said before forget the applications. Its a feat even to get GCC to work with z80.
749
« on: March 17, 2007, 04:27:00 pm »
As I have said before. Whatever GCC supports natively will be supported by z8-GCC. Which means inline assembly. And can you elaborate on what you mean by raw assembly.
750
« on: March 17, 2007, 04:25:00 pm »
No and I don't feel like looking for it. I have around 1000 lines of asm that manipulate plotsscreen heavily and I don't feel like debugging them.
I will probaly just patch it up later.
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