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Messages - Hot_Dog

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886
Correlation / Re: Correlation: Correlific Mode!
« on: April 18, 2011, 03:19:02 pm »
There's a very strong possibility that Correlific Mode will be included again.  However, it won't be nearly as complicated, and thus Correlation will not lose its focus.

Ti-Basic games will continue to run normally, but in a timely manner (like 10 times per second), Correlation will take time to draw a tilemap and up to 9 sprites.  The programmer need only put the X and Y coordinates of the sprites/tilemap in L1 (List 1), which will give L1 20 elements.

887
Correlation / Re: Correlation Beta Bug Reports
« on: April 18, 2011, 12:58:54 pm »
I hope you can manage to solve all the issues without too much hassle. :)

Well some, like the flipping issue, are easy to fix.  Others, such as word wrap fixes, are more difficult.  (I almost tore my hair out at the fixes I had to make to word wrap.)  But I'm having fun :D

I'd have to say the most difficult part is keeping features to a minimum so that Correlation can be released in a timely manner.  Unfortunately I thought of a cool "Quick Map Mode" feature which will require more code, as well as placing Map Mode in a seperate chapter of the manual.

888
Gaming Discussion / Re: SkyRoads
« on: April 17, 2011, 08:25:41 pm »
One could actually make this project for calculator, incidentally, in a top-down mode.

My least favorite part of the game was accidentally jumping too late--if you nick the top edge of a tunnel in an attempt to jump on top of the tunnel, you blow up, even at slow speed. 

889
Gaming Discussion / Re: SkyRoads
« on: April 17, 2011, 08:16:54 pm »
I've played it, and it's an amazing game!  Especially the backgrounds.

However, the Christmas special edition is SO HARD

890
Trapped for the TI-Nspire and TI-89 / Re: Block Dude in Lua
« on: April 17, 2011, 04:19:02 pm »
Holy, I loved the colored version.  Who would have thought it could be so easy

891
ASM / Re: Shifting program locations
« on: April 17, 2011, 02:33:04 pm »
I'll take that as a "no", but it won't be hard to make my own ;D

892
News / Re: Nspire Lua Games!
« on: April 17, 2011, 02:32:01 pm »
You know, this rocks.  And it's interesting, a language not much harder than Basic, but with fast, beautiful games!

893
ASM / Shifting program locations
« on: April 17, 2011, 12:38:53 pm »
Is there a B_CALL routine or a function someone wrote to relocate a program in RAM?

For example, say I have these five variables in RAM:

A  (located at $A000)
C
[D]
RUNNER
DOORS

Is there a routine that exists to move pgrmRUNNER to $A000 while shifting the other variables further down into RAM?

RUNNER
A
C
[D]
DOORS

894
For all the homescreen gamer fans out there, I'm going to do my best to provide access to the default Ti-83+ font or a font specified by the font hook (like fonts created for Omnicalc).  You will use int("KK to select the default Ti-83+ font, and int("LL to use a font from the font hook.

895
ASM / Re: How does B_CALLs know which page to look at?
« on: April 16, 2011, 06:41:52 pm »
Well no more explinations needed.  I simply forgot that the branch table consists of equates less than $4000.  I got confused thinking they were $4000 or more.

896
ASM / Re: How does B_CALLs know which page to look at?
« on: April 16, 2011, 06:34:44 pm »
Hold it:

I should have looked at my S.A.D. code.  What was I thinking?  Values are defined as less than $4000 from the start!   40 * 3 is NOT $4000 + (40 * 3)

:banghead:   :banghead:

897
ASM / Re: How does B_CALLs know which page to look at?
« on: April 16, 2011, 06:28:55 pm »
But if the application runs from $4000, how can it run from $0216?  If indeed $4000 is subtracted, why isn't $4000 subtracted from

B_CALL _OP2ExOP5   ;EQU 4216h

whenever it is in the application?

898
ASM / Re: How does B_CALLs know which page to look at?
« on: April 16, 2011, 06:24:59 pm »
Ugh, here's a problem I'm confused about.  Sorry I'm still confused.  So, applications are run from $4000, .org $4000 right?

What's the difference between

PutSprite:

.dw 4216h
.db 2

and _OP2ExOP5   EQU 4216h ?  I still don't understand how the calculator tells.

899
ASM / Re: How does B_CALLs know which page to look at?
« on: April 16, 2011, 06:20:30 pm »
And to put it to rest:

bcall address:
  • 0000h - 3FFFh -- Look at the currently running app
  • 4000h - 7FFFh -- Look at page 1Bh/3Bh/7Bh
  • 8000h - BFFFh -- Look at boot code


So depending whichever range the bcall falls into is where the OS will look. And the data is always stored the same: addrLow, addrHigh, page

So to make sure I understand, $4000 is always subtracted from the label?

900
ASM / Re: How does B_CALLs know which page to look at?
« on: April 16, 2011, 05:57:23 pm »
If you look at $0028, and follow the code from there, you'll see that the OS swaps out the Flash page that your application is on with a page that has the OS routines. Then, when the routines are finished executing, it swaps the page back.

'Fraid it's not that easy.  Remember that you can create your own B_CALL routines for Multi-page applications

I'm pretty sure it is that easy. :P And what do you mean by creating your own B_CALL routines? The B_CALLs are the OS routines, so anything you have in your app isn't a B_CALL, and you can't use the B_CALL macro to call a routine in the app of your choice.

Maybe I'm just dead lost.  But here's the deal:

In a multi-page application, you could have a function called PutSprite on page 1.

PutSprite:

.dw 4135
.db 2

Suppose that the application is on flash page 14.  How does the calculator know that PutSprite is a label on page 14
and not an OS routine?  For all it knows, label 4135 could be a function in the Operating System

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