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Messages - Hot_Dog

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2626
Thanks for all the feedback people!  Here's what I'll be doing:

1. I'll add the information about 1s and 0s being signals
2. I'm adding information about how to use Windows to convert from Binary to Decimal.  I forgot to do that, but I feel it's necessary.  I will also mention that almost anything you can do with Decimal numbers (such as add and multiply), you can do with binary numbers
3. I will save Hexadecimal numbers for another lesson, and I will put binary/decimal/hexidecimal conversion in an appendix.
4. I will start a new forum with this lesson, and lesson 2 will appear sometime this week.  Please continue helping me with feedback, so that when the lessons are in their final form, they will be good enough and easy enough to actually submit to a site such as ticlac.org.

2627
So far I haven't gotten any reviews from people who have never done ASM before.  Although what the lesson teaches is important, that's not my biggest concern.  My biggest concern is if the lesson is understandable or not.

2628

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Describe what the 1 and 0 represent and that they can correspond to graphics, but you'll touch on that later. I would say you devote a lesson discussing hexadecimal, decimal, binary conversion and perhaps the reasoning behind why you would use such things.

Sounds good, will do

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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.



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I would say you devote a lesson discussing hexadecimal, decimal, binary conversion and perhaps the reasoning behind why you would use such things.



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?

2629
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I think every programmer at one time or another should write a call stack with frame pointer, a dynamic memory manager and some simple programs just to understand the costs of the operations you do all the time.

Please, don't scare away the customers I'm trying to attract!  :D

2630
I'll give some feedback, if I'm allowed to :P

The first lesson is a great introduction. Quick revision of binary, introduction to variables etc etc. The only thing that seemed a bit strange to me, was the introduction to sprites. IMO it's better to put that in the appropriate context. (graphics lessons)

Agreed.  Is there another example I can use describing the importance of understand binary numbers so I can avoid the sprite example?  (It wasn't an introduction to sprites as much as describing the importance of understanding binary)  Like I said, I'm polling for all this feedback so I can right better lessons in the feature

2631
I think the hardest part of learning asm is the shift in paradigm.  In my opinion, someone with very little programming background will be able to learn the language and understand it better initially than someone who has exclusively programmed in higher level languages their whole lives.  I remember the concept of flags, registers, unsigned arithmetic, bit shifting, etc.  seemed so foreign to me when I was first learning.  You never cover that stuff in high level.  In my head I kept trying to make my code look and feel like the languages I was used to so then it would all be simple and I could just naturally pick it up.  But you can't do that, its impossible.  You miss all the concepts that are absolutely essential to do all the low level tasks which is the whole point.

You have to start with a very open mind.  Your knowledge of how to ride a bike isn't going to help you much when you're trying to fly a helicopter.  It took me about a whole summer to get the hang of it and it was almost a year before I could write a game with it.

Can you explain that?  Are you saying I should not talk to people with the idea of Ti-Basic, assuming that they know that language?  Otherwise, what do you mean?

Yeah its just a general suggestion I'm making.  It wasn't in response to the lesson you posted, I haven't read it yet, I was just giving my personal experience.

Thanks for explaining!  Now that I understand, I appreciate the suggestion.

2632
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: April 25, 2010, 12:36:17 am »
It would really be terrible if you had to use the extra ram... I personally have a calc that was made just right after they changed the hardware, so I can't run TI-Boy, etc. Although playing pokemon was solved using my TI-89, if I can't play S.A.D., I would probably cry, and rickroll myself to death

Don't worry, it won't be required.  It's just that some people would rather use the extra ram then use the 24 KB of user ram.

2633
I think the hardest part of learning asm is the shift in paradigm.  In my opinion, someone with very little programming background will be able to learn the language and understand it better initially than someone who has exclusively programmed in higher level languages their whole lives.  I remember the concept of flags, registers, unsigned arithmetic, bit shifting, etc.  seemed so foreign to me when I was first learning.  You never cover that stuff in high level.  In my head I kept trying to make my code look and feel like the languages I was used to so then it would all be simple and I could just naturally pick it up.  But you can't do that, its impossible.  You miss all the concepts that are absolutely essential to do all the low level tasks which is the whole point.

You have to start with a very open mind.  Your knowledge of how to ride a bike isn't going to help you much when you're trying to fly a helicopter.  It took me about a whole summer to get the hang of it and it was almost a year before I could write a game with it.

Can you explain that?  Are you saying I should not talk to people with the idea of Ti-Basic, assuming that they know that language?  Otherwise, what do you mean?

2634
Alrighty then, I'll write the tutorials.  This is the first lesson.  I put it out this early because I would like some feedback.  Please provide feedback; because this is the first time I'm doing this, my first few lessons are going to have bugs and might not even be the best they could be.  As soon as I get enough feedback, I'll put tutorials in a seperate forum.

Specifically,

1. Did you understand the lesson?
2. How long did you take it to understand it?  Did you only have to read it once, twice?  Did you have to read it several times?  Was it easy for you?
3. If you didn't understand this lesson, why?
4. Is there something you feel I'm missing that I should have explained?
5. Did you have fun?
6. Do you look forward to more lessons in the future?

2635
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: April 24, 2010, 12:43:44 pm »
I wonder if the guy who made the program that checks if your calc has the extra RAM could let you use the code to detect this extra RAM so your game store the info in an alternative way when ran on a calc lacking the extra RAM? I forgot who it is but the program was located in a topic named "Extra RAM pages trouble" on UTI forums.


Ah, okay...I'll look into that sometime

2636
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: April 24, 2010, 12:36:46 pm »

I disagree with the 84+ extra RAM idea, though. It will single out everyone who got a TI-84+ made after March 2007. Those new 84+ lacks the extra 96 KB of RAM and only actually have 16 of it (which is accessed differently, IIRC). Remember the whole issues about people no longer being able to run TI-Boy SE, RealSound, Msd8x, Omnicalc RestoreMem(), etc.

I actually did not know that...we'll probably make an option instead, and have user ram available as default.

2637
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: April 24, 2010, 12:24:04 pm »
wow awesome! I like the part where you see the building info at the bottom. Question, is building time/delay gonna be implemented soon? (for example if it takes a few seconds to build a factory)

Also I don't mind the space it takes, even if it takes 10 pages of app and all RAM (unless it's like Gemini where you need to delete everything else from archive to clear the VAT x.x)

Yes, we'll have building delay for construction...and you will be able to see the building progress when you highlight it.  It won't be a bar, but you will see the HP increasing little by little. 

In this case, when a building is constructing, the graphic will appear as a foundation with a wrench on it.  Since we need to conserve space, we're not going to be able to do what Starcraft does and display parts of the building that have been made.

As for RAM, we're going to make the amount reasonable so users don't have to worry about the VAT.  Plus, we're going to make a version where ti-84+ users (or Ti-83+ silver edition users) will have the data stored in the extra 96 KB ram.  The reason we're using so much ram is for processing power...in the case of a multi-page application, it's faster to access data from ram than it is to access data from another page.

2638
Well, I think it could be a very attractive idea.
I tried to learn ASM with a BIG french pdf tutorial (which I didn't finished yet) traduced from an english one. It was only for 8x86 ASM and was very well written.
Thus I'am interested in your contribution.
On the other hand, on which "architecture" will you be based to write this ASM tutorial ? z80/68k/ARM ?

ARM, pleeeeeeeeeeeeeaaaaaze !

*is running away*
z80 actually, since pretty much all of Omnimaga are 83+/84+ users. I think we only have two 68k users and one is never active. For ARM, we have about 3 or 4 TI-Nspire coders, I think. It would be nice to see someone else write an ARM ASM tutorial written in a similar way as Hot_Dog tutorial. Hopefully, various types of tutorials can help more people. Those who find the alerady existing tutorials to be too hard can simply try other ones.

Example: this is not ASM but still related to tutorial difficulty: I couldn't understand some of the memory management commands in Axe Parser after reading the command list, and that lasted until I reread how they work in the documentation PDF. It was worded differently and put into some context, so I could understand more.

Which reminds me, there may be one or two people who don't understand a topic no matter what, and that's life; but I am hoping people will let me know that they don't understand, because if several don't, I know I need to slow down

2639
Yes, it's z80, but once you get the basic idea behind ASM in general, it doesn't take months to transfer from one form of asm to another.  It's the basics that people have a hard time with.

2640
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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.

Dude, thanks for the advice!

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