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Messages - Hot_Dog
Pages: 1 ... 59 60 [61] 62 63 ... 194
901
« on: April 16, 2011, 05:43:18 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
902
« on: April 16, 2011, 05:38:31 pm »
Let's say that in an application, I use B_CALL _getKey. Since applications run from $4000, how does the calculator know that the 3-byte _getKey data is in the OS and not in the application?
903
« on: April 16, 2011, 03:57:09 pm »
For those of you annoyed by multiple-page applications, I know that some of you are probably wondering why you need to go through all this trouble when you have to write a big application. Well, here's the deal.
There's at least 32 KB of RAM (sometimes more) on the Ti-83+/Ti-84+, and there's at least 160 KB of user ROM on the calculator (again, sometimes more.) However, The Ti-83+ and Ti-84+ can work with only 64 KB of memory at a time. This can be ROM or RAM, but only up to 64 KB at once.
There are 16 KB of ROM that the calculator must ALWAYS have access to because of the operating system. So the 64 KB of memory must always include these 16 KB. That means there are only 48 KB of memory left for reading stuff all at once.
For the average user, the calculator must ALWAYS have access to 32 KB of RAM. 8 KB are needed by the operating system, and of course, 24 KB are available for the user. So 48 - 32 = 16 KB left.
That's only 16 KB left to access all the rest of the ROM on your calculator--all 160 KBs. So this is divided into ten 16 KB sections (or pages), and the calculator can only read from or write to one section at a time--IT CANNOT READ TWO SECTIONS AT ONCE! With a one page application, the calculator only needs to look at one page. But with a bigger application, there's more than 16 KB to work with, and again, the calculator can't read the whole application at once. So it needs to switch between different sections.
904
« on: April 16, 2011, 11:18:09 am »
What about a Lotus clone? I made a barebone one in xLIB a few years ago once, although it was in early stages.
That's interesting...hmm...well, you can certainly make a lotus clone in Correlation. I'd have to say that almost anything you can do in xLIB or Celtic III, you can do with Correlation. These programs also take less space (no need for picvars, etc.) and I'm also going to gamble that they will run faster. Of course, you can't do 24 x 24 sprites
905
« on: April 15, 2011, 09:09:34 pm »
Spring break! Have fun!
906
« on: April 14, 2011, 09:09:51 pm »
I'm glad people are voting "yes" for these features. To that end, upon further planning, I've had to make a couple of adjustments to imporve this further:
1. int("H1 and int("H2 are completely unnecessary, Correlation will automatically detect 8x8 and 16x16 fonts 2. 6x8 fonts will always be drawn to the homescreen and requires int("JJ to draw it to the graph screen. However, if you use int("HN (meaning Homescreen NO), 8x8 fonts and 16x16 will draw to the graph screen instead of the homescreen, even though they still use 6/12 columns and 4/6 rows. This makes int("JJ unnecessary, and also allows XOR, OR, AND and MASK, which cannot be done on the homescreen. Drawing to the graphscreen directly doesn't slow things down, and indeed is faster than int("JJ
907
« on: April 14, 2011, 07:31:42 pm »
Due to the things I have to change to speed up ln(, I will be able to add at least three more features:
1. (Requested by DJ) int("GN will turn off certain error checking sections of code, speeding up the process of drawing text. You should only disable error checking when you know for sure that your code has no errors, meaning it's ready to be distributed
2. ln( nomally displays 6x8 text on 16 columns and 8 rows. int("H1 will allow you to draw 8x8 text on 12 columns and 8 rows. While this does not allow you to draw 8x8 text anywhere you want, it will be MUCH faster than e^( for 8x8 sprites. Similarily, int("H2 will allow you to draw fast 16x16 text on 6 columns and 4 rows.
3. To speed things up for "homescreen" fonts, ln( and e^( cannot normally be used together anymore. You can, however, use ln( to draw a quick background, and then copy it to the graph screen using int("JJ. Then e^( will draw on this background.
908
« on: April 14, 2011, 06:40:24 pm »
I see, that seems interesting. So basically 6 out of the 9 planets? Also how many units do we have at the start? Do we have to do some choices of unit purchase, saving money, teching up?
I also like the idea of not having army balls, so there's more strategy/tactic involved in general.
5 out of 9 planets. One of them HAS to be the one in the center.
Humans get around 20 units at the start, Ptaloids about 35, Tosonians about 11.
Every unit is important, including units that don't require titanium. As you play, you have to pick units carefully.
Great game even though it is an alpha
Wha? Alpha? I haven't even started this game yet!
909
« on: April 14, 2011, 06:17:14 pm »
IMPACTWhen in italics, it's the most star-trekky
910
« on: April 14, 2011, 05:44:17 pm »
When does this Memory Refresh normally happen?
Sometimes after each instruction, other times after a certain number of instructions. On the z80 processor, it happens about every 64-128 instructions.
911
« on: April 14, 2011, 02:07:07 pm »
I understand what memory refreshing is, but why does memory need to be refreshed? Is it because memory will sooner or later lose its contents, or is there another reason?
912
« on: April 14, 2011, 01:27:31 pm »
Correlation projects/previews are now due May 7th. Ln( and e^( are slow when it comes to displaying characters the moment they are drawn, so I need to do some rewritting and rearranging to fix this.
913
« on: April 13, 2011, 08:40:52 pm »
So I switched the started token to Radian and it seems to work, except for the flipping, which happens when I have the font both archived and unarchived.
Okay, I'll look into the flipping
914
« on: April 13, 2011, 07:54:17 pm »
For those of you who are making homescreen games, always use ClrHome when you use Output(, and always use ClrDraw when using ln(.
915
« on: April 13, 2011, 07:46:20 pm »
So I'm trying to make a 16x16 font to start testing animated tiles with, but the font I get is just weird. It offsets the sprite, so it doesn't show up correctly, instead it essentially swaps the two halves of the sprite. Also, I tried to make a simple animation program with the odd font, but nothing seemed to happen. The sprite doesn't seem to change frames. Am I doing something wrong, or would this be another bug?
Also, my font starts with A.
If your font is in RAM, I'm pretty sure that I JUST fixed the sprite flipping bug, though I don't know yet (sorry, no download yet ) As for your animation, your first tile must start with Radian. Be sure you have these two commands: 1. det({3} ;Tells Correlation that the animation takes 3 frames 2. int("DD ;Tells Correlation to move to the next frame of animation
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