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Messages - Jon

Pages: 1 ... 10 11 [12] 13 14 ... 20
166
Introduce Yourself! / Joining in the Forums
« on: April 16, 2007, 04:19:00 pm »
Always good to get another ASM-adept onboard.
*Jon

167
ASM / Assembly Coding Optimization
« on: April 16, 2007, 04:09:00 pm »
That's brilliant man.  And it's pure luck that the opcode for rst 38h is the signed 8-bit value for -1. That's friggin' awesome, kudos! :)smile.gif
Although, wouldn't the command be jr c,$-1 ? I believe tasm will interpret jr c,$ff to mean jr c,$00ff, and hence give you a range of relative branch error.

168
ASM / Assembly Coding Optimization
« on: April 12, 2007, 11:56:00 am »
yeah good point :)smile.gif 7<8  heh

169
Art / 3D Modelling
« on: April 02, 2007, 04:52:00 pm »
Dude, that's insane!!!!!
Now to port that to calculators...

170
TI Z80 / NexGenGS
« on: April 01, 2007, 03:16:00 pm »
Hey now, don't diss MOS just cuz' your calc is stuffed to the rafters

171
Other Calc-Related Projects and Ideas / FF:ROS: the Reborn
« on: March 29, 2007, 04:44:00 pm »
so will this be HRP's main project?

172
TI Z80 / Donkey Kong
« on: March 27, 2007, 01:51:00 pm »
To Liazon: i didn't use pti's screen capture, pti takes really small pics. This is calccapture screening pti.

Update: I've made some optimizations, and cut the routine down to 450,000 CC's giving it a framerate of about 13 fps.  The speed increase is a bit noticable in this pic.

user posted image

173
Miscellaneous / fractured wrist
« on: March 26, 2007, 07:21:00 pm »
*Jon

174
TI Z80 / NexGenGS
« on: March 26, 2007, 06:59:00 pm »
I've found that the best option is to simply back it up in the stack.  It is the same number of bytes each way, since ld iy,xxxx is 4 bytes, and push iy/pop iy are 2 bytes each.  Also, then it allows the user to store iy for something else (if they were in an IM 2 ISR, they might not want iy to be set back to the flags).

175
TI Z80 / Grayscale Minesweeper
« on: March 26, 2007, 06:52:00 pm »
Not to pry, but are you interested in helping me with DK?  It's a really daunting task, and the extra help would be much appreciated.
Anyways, minesweeper looks frikin awesome, nice work! :king:king2.gif

176
TI Z80 / Donkey Kong
« on: March 26, 2007, 06:45:00 pm »
Ok, I got a bit of an update, but it's not much.  I converted to an app, because I don't believe in forcing someone to run 10k programs 0.0 .  Also, I have made a few platform tiles, including slopes.  I also have a better rendition of the rotating background thing I talked about earlier.  It is a bit choppier now, because I had to use PTI instead of VTI, since this is an app, but you can still see what's goin' on.  Hope you guys like it! :)smile.gif

user posted image

Special thanks to DWEdit, since I'm using his bubble splash screen. :angel:ange.gif

177
TI Z80 / Grayscale Minesweeper
« on: March 25, 2007, 05:54:00 pm »
Is this in Assembly or Basic? I'm just wondering.

178
TI Z80 / Donkey Kong
« on: March 25, 2007, 04:50:00 pm »
Sorry, my bad.  The Donkey Kong Country (SNES) level-set, but the B&W look of Donkey Kong Land (GB)

179
ASM / Running programs in the VAT
« on: March 25, 2007, 04:46:00 pm »
if you had the address you wanted in hl, you could use jp (hl)

180
ASM / Assembly Coding Optimization
« on: March 25, 2007, 04:44:00 pm »
Here's a simple size optimization for direct input:
Instead of:
c1-->
CODE
ec1
out (1),a
nop
nop
in a,(1)
c2
ec2

Use:
c1
-->
CODE
ec1
out (1),a
ld a,(de)
in a,(1)
c2
ec2

LD A,(DE) creates the same delay as 2 NOP's, but it takes 1 byte instead of 2

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