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Messages - Halifax
Pages: 1 ... 52 53 [54] 55 56 ... 90
796
« on: February 25, 2007, 04:38:00 pm »
Haha bfr read the first post and yes I have thought of your idea and I was going to implement it. Why make support for MOS. The *possibly* greatest program ever, Phoenix 3.3 runs on Ion.
EDIT: And what side project? Oh yeah if you could think of some great ideas for libraries I would consider
Another EDIT: DoorCS may support MirageOS but that is why it is more than a 1 page APP. If your thinking of including MOS libraries you are going to have to make it a 2 or 3 page APP and BE users don't want that. Also it includes rudementary things like multiplying and stuff. If any person is going to program for NexGenGS they need to be familiar with graphics programming and advanced topics so they should already be able to remake every MOS library so there is no need for them.
797
« on: February 25, 2007, 04:35:00 pm »
Yeah definetly tifreak8x. This will probaly be the most powerful library to-date.
798
« on: February 25, 2007, 04:28:00 pm »
This is a game shell more than an OS. Hence the GS. This will be targetted towards the everyday ASM programmer who needs quick and optimized graphics routines and thinks that overall make everything easier.
The library as is right now includes over 30 functions and is compatible with Ion.
I am currently working on the API and have already implemented a FIFO queue stack and a queue handler. Which means the user can do what they want and the program / NexGenGS can do what it wants and then get to what the user wants. The queue records keys pressed,functions requested, and other things. This is a new and fresh idea to make it easier so that no data is lost and the program can move at the pace it wants to move at. This is another key point of NexGenGS. There are currently 10 API functions and many others on the way. A screenshot will be coming soon of the GUI and showing the use of the NexGenQueue?.
Note: No MirageOS support will be included because the libraries are big and useless and no one uses them anyways. Most programs only use Ion libraries. Another note is that this Game Shell will run BASIC, no-stub ASM,Ion ASM, and NexGenGS ASM programs.
799
« on: February 25, 2007, 04:22:00 pm »
port input destroys only A which holds the value of the key pressed
800
« on: February 25, 2007, 04:13:00 pm »
yeah I know what you mean elfprince. No one is striving to check ever single forum and leave a message of encouragement like xlibman does. And I missed that too
801
« on: February 24, 2007, 06:30:00 pm »
Yo thats exactly the type of tutorial I was looking for thanks man
802
« on: February 23, 2007, 10:52:00 am »
I had to double post just to make sure JincS sees this. Dude o.o I already know how to make windows with Win32 API. I can makes windows,dropdown menus,labels, buttons, and pop up messages o.o . I thought I told you that Oh well unless you were making that for other people
803
« on: February 23, 2007, 10:50:00 am »
see thats the thing bfr with macros tell me how would you multiple 3 parameters?? You would have to register juggle and multiply them the brute force way or use a routine. But with that the compiler will take it and get the value of register e and a w/e and (currow) and then multiply them and then replace that line in the code with
ld hl,numberoutputbythecompiler
So with macros you wouldn't be able to replace that line with whatever multiplied by whatever. I told you it would be hard to understand
Anyways it compacts code and it saves precious tstates.
**NOTE**: That cannot be used in a loop since it replaces the line with a constant
804
« on: February 23, 2007, 10:44:00 am »
wow very nice tifreak
805
« on: February 22, 2007, 12:10:00 pm »
I understand dude its basically. It's basically going to be shown through examples. Now let me explain in the easiest possible way I can.
One thing is like
ld a,mul(b = 5,(currow),e = (testvar))
you would declare that as static so instead of calculating the multiplication through code with swapping registers and everything the compiler will put 5 in register b and (testvar) in and. Then it will multiply b by (currow) by e. So that will make programs compact and also easier to program.
where number is the output of the compiler. This will make things easier and code more compact and that is just one example. I have other ideas that are floating around but I just can't grab them, so when I get them I will inform you
806
« on: February 22, 2007, 11:16:00 am »
6 smileys. haha. Yeah basically I don't use C++ because I speed and because C is so compact. I don't feel like using mediums or whatever either like cross-platform things so that's another reason. Yeah but basically I want an Assembler that breaks the mold. SPASM follows TASM basically but its just faster. Its hard to explain what I want but its more towards scripting and other things. Otherwise I wouldn't make an Assembler because its a waste of time.
807
« on: February 21, 2007, 02:34:00 pm »
trev haha thats cause all the levels generated put all the walls on the top and none on the bottom so it was easy riding lol maybe you should fix this
808
« on: February 21, 2007, 02:31:00 pm »
Hey also I am recently working on an Assembler for my code that is based off of the OTBP oncalc assembler. Which if you think about it the OTBP assembler assembles pretty damn fast in basic on calc so in C on computer it would be even mucho faster. I am expecting to include special things in this for Massacre that no other assembler has really suited me with . TASM is alright but slow. SPASM is fast as crap but doesn't fit me so why not make my own! @bfr: There really is no need for C++ and if I recall it is harder to make cross-platform applications out of C++ so I would just stick with C it has everything you need and every main commercial/non-commercial things uses it.
809
« on: February 21, 2007, 02:29:00 pm »
Halifax just sounds damn cool and everyone knows it. No one can deny it.
810
« on: February 20, 2007, 03:22:00 pm »
JincS I want it in C please and thanks
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