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Messages - KermMartian

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271
Other Calculators / Re: Cemetech Contest #7: Doors CS
« on: August 03, 2010, 07:59:21 pm »
Sorry if it said this, but are we allowed to use code we wrote before the contest, but didn't release?
Sure, as long as you didn't release it or use it for any previous contents.  In the future would you mind posting questions on Cemetech (in this case, this topic: http://www.cemetech.net/forum/viewtopic.php?t=4752)? I don't check here that often.

272
Was the bug similar to Ndless power management issue?
I don't think so.  This bug had to do with a port I wasn't resetting properly, but which a real TI-83+ or TI-84+ fixes on its own.  TI's 84+ emulator makes no such repair, so I fixed my code to do the fix itself.

273
Other Calculators / Re: Cemetech Contest #7: Doors CS
« on: July 29, 2010, 07:56:26 pm »
The September 5th deadline for submissions to Cemetech Contest #7: Doors CS programs is rapidly approaching! There are a mere five and a half weeks until entries must be completed, so on behalf of Rivereye and myself, the contest judges, I hope that your entries are coming along smoothly! As a reminder, any Doors CS-based program is acceptable, including those that use the Doors CS headers, those that use the new DCSB Libs for BASIC programs, and those that use all of the Doors CS features for z80 assembly programmers including the GUI system, the Associated Program system, Appended Library Extensions (ALEs), and Shell Expansions (SEs). Pure BASIC, hybrid BASIC, Axe, and pure Assembly entries are all acceptable; the former two types will be judged together, as will the latter two.  Points will be given for originality, use of DCS features, size and speed, and functionality.  Programs may be previously announced by not released.

The fun part: prizes! This contest surpasses all other past Cemetech projects in that the top winners in the BASIC/Hybrid and Axe/ASM categories will each receive a shiny graphing calculator! The overall winner will be able to take his pick of a Chameleon'ed TI-73 converted into a super-TI-83+ (donated courtesy of Brandon "BrandonW" Wilson and spiffed up by yours truly) and a TI-83+SE (donated courtesy of Shaun "Merthsoft" McFall).  The second and third place winners will receive special USB mini to USB female adapter cables with 9V power injection, suitable for using USB libraries to connect optical mice, bluetooth adapters, wifi adapters, and other power-hungry peripherals to your calculator.

Keep working on your entry, don't forget to post a topic about your entry on the forum, and good luck!


Above: the two top prizes for Cemetech Contest #7!

274
Shortly after the release of Doors CS 6.7.6, this release of Doors CS represents the penultimate beta version, containing implementations of very nearly every bug fix and feature request posed to me thus far in the two-and-a-half month resurrection of Doors CS development.  Doors CS 7 is swiftly looming, and I expect this release to be very close to the final version, nearly Release Candidate quality despite not being tagged as such.  It's extremely important that Doors CS 7 be stable, reliable, and as bug-free as humanly possible, so I urgently request that everyone try out this release and look for issues.  Use the editor, use the DCSB Libs, run your favorite ASM and BASIC programs, and try to make things break.

Here's the most important features and bugfixes among all those new since Doors CS 6.7 Beta:
:: Plenty of optimizations for both speed and size, respectively making the shell feel faster and giving me more leeway for additional fixes and features.  Tons of bug fixes based on reports from the loyal beta testers.
:: Fixes and additions to the DCSB Libs, including sum(13)
:: Expanded SE functionality within Doors CS desktop.
:: Repaired bugs in GUI text input functions, moved them to the edit buffer for faster typing, sped them up on 15MHz calculators, and added [CLEAR] as a backspace key to supplement [DEL] as a delete key.
:: Adding scroll wrapping to DCS desktop. Scroll up at the top to go to the bottom, scroll down at the bottom to go to the top.
:: Reduced DCS Menu to three items: Display, About, Options.
:: Added more understandable BASIC Exec errors.
:: Added folder and screen saving so after using the Properties menu, running a program, or quitting, you start where you left off.
:: Inclusion of an ALCDFix-like LCD delay tuner for those with TI-84+-series calculators, eliminating the need for that program.
:: Added features to FileOpen and FileSaveAs AP routines for ASM programmers

Again, please stress-test this release as much as possible, so I can ensure that Doors CS 7.0 will be rock-solid and reliable.  Feel free to request the latest builds of Document DE 7.0 and mobileTunes 3.1 from me that take advantage of the newest DCS features.  From here on out, Doors CS 6.9 Beta with a complete SDK is due by August 14th, Doors CS 7.0 RC 1 with complete SDK and manual is due a week later, and Doors CS 7.0 is still (knock wood, cross your fingers) on-track for a September 1, 2010 release.

Download
Doors CS 6.8 Beta


275
TI Z80 / Re: [DCS][ASM] AxeAid
« on: July 22, 2010, 08:51:33 am »
I like it so far. I wonder if it will have more in-depth syntax checking? I wonder if this will be in APP form in final release?

EDIT: I found a little bug btw with the cursor. Also sometimes a small char appear at the top-right corner of the screen. Is it normal?
Yes, that's normal; as Eeems said, that indicates the alpha [Aa1] mode.

This should be fixed, check it out:


276
As said in the other topic on Cemetech, nice job :)

Good luck with DCS 6.8 and the other betas :)

I downloaded the wrong beta, though (6.7) so I'm gonna update my copy now :P
  Thanks for the good wishes, hope it works well for you. :)

277
In the interest of completing all of the To-Do items on my To-Do List and solve all the bugs on the same list, I have decided to push back Doors CS 6.8 beta from its original July 20th deadline (today) until August 1st or earlier, depending on how long each of the items takes. At this point, all of the major primary features for Doors CS 7 have been implemented in Doors CS, and almost all of the secondary features as well. All of the remaining To-Do items are minor fixes, and as I'm dealing with a current distribution of 606 bytes free on Page 0, 1202 bytes on Page 1, and 840 bytes on Page 2, I don't anticipate any sizeable additional features. Since Doors CS 6.7 was released, a bunch of new features and bugs have been implemented:

:: Plenty of optimizations for both speed and size, respectively making the shell feel faster and giving me more leeway for additional fixes and features.
:: Completed new sum(13) DCSB Lib function, facilitating attractive Menu()s in BASIC programs with minimal GUI effort.
:: Added [STO>] as method to break out of sum(12).
:: Expanded SE functionality within Doors CS desktop.
:: Repaired three bugs with GUIRTextMultiline scrolling calculations.
:: Adding scroll wrapping to DCS desktop. Scroll up at the top to go to the bottom, scroll down at the bottom to go to the top.
:: Moved GUIRTextLineIn, GUIRPassIn, and GUIRTextMultiline to an edit buffer for faster typing.
:: Reduced DCS Menu to three items: Display, About, Options.
:: Added more understandable BASIC Exec errors.
:: Added folder and screen saving so after using the Properties menu, running a program, or quitting, you start where you left off.
:: A plethora of bug fixes.

For your edification, especially for those who want to give sum(13) a try, you can download an informal release of the current internal beta (6.7.6) at the link below. If you give it a try, feel free to let me know about any bugs you find or feature suggestions that you have.

Download
Doors CS 6.7.6 Beta

From left to right: sum(13) in action, scroll wrapping, the new DCS Menu, and folder/scroll saving.

278
General Calculator Help / Re: Part of CelticIII app not working
« on: July 14, 2010, 10:00:23 am »
Can you please post this topic on Cemetech? I'm trying to work through some of the group-related bugs in Celtic III support in Doors CS, so if you could do that and send me the group in question, I'll see what I can do.

279
Ooh that's spiffy! This thing is gonna be a Mongsta! ;D
Thanks, that's the idea. :) I just need all of you guys' help to make sure it's as stable and bug-free as possible when I release it at the beginning of September.

280
They seem to be the Stat Plots "+" token.
This is correct. :)

281
*bump* Huzzah! Screenie and code of fully-functional sum(13)!



Quote from: BASIC Code
:sum(13,0,8,8,"TEST","F8888888F8","Item 1┼ITEM TWO┼tan(*tan(4┼log(²X+][┼²‾../┼Six itemth one┼HOW ABOUT NOW?prgm┼ln(End┼Scrolling!┼More and more┼EVEN MORE AsmPrgm┼","AAABACAD E EABACAD EAB
:Lbl AA:ClrHome
:Pause "1
:Return
:Lbl AB:ClrHome
:Pause "2
:Return
:Lbl AC:ClrHome
:Pause "3
:Return
:Lbl AD:ClrHome
:Pause "4
:Return
:Lbl E:ClrHome
:Pause "5
:Return
Generated by SourceCoder, © 2005-2010 Cemetech

282
The Axe Parser Project / Re: MIDI To Axe Music Converter
« on: July 06, 2010, 11:07:53 pm »
Yeah, I was referring to what Madskillz was talking about, I am aware that the strings continue vibrating afterward.
Ah, ok, I thought you were saying that the Axe converter played the notes in quick succession, but they don't continue sounding together.  Was I mistaken?

I am thinking of expanding my midi converter to handle Type 1 but I don't want to spend my time on that right now.  I am currently working on the most difficult part of the geometry drawing for Axe right now: The filled rectangle.  And it is really torturing me.
Good luck! That is indeed a toughie.

283
The Axe Parser Project / Re: MIDI To Axe Music Converter
« on: July 06, 2010, 04:34:40 pm »
Nice :D

Is that one SE-only btw? It sounds pretty nice for a calc, except I got rickroll'd XD
Nope, mobiletunes has and (hopefully) will always work on 6MHz and 15MHz calcs equally.

284
The Axe Parser Project / Re: MIDI To Axe Music Converter
« on: July 06, 2010, 10:58:45 am »
In case anyone missed the Cemetech news, Quigibo's comments prompted me to spend 36 hours writing a novel compression algorithm; samples etc:
Info: http://www.cemetech.net/news.php?id=397
Discuss: http://www.cemetech.net/forum/viewtopic.php?t=4694



285
The Axe Parser Project / Re: MIDI To Axe Music Converter
« on: July 04, 2010, 04:34:41 pm »
Yeah, I posted the link to that a couple pages back.  I had not actually tried it though.  Now I did try it.  I'll do a comparison with my rickroll.
OK.
As far as compression, the rickroll file you gave me was about 6KB on calc just for the data.  My rickroll + player is only 2KB together.  The sound quality in your player was about the same, but you had your notes hold much longer than mine.
 My player allows variable-sized notes, and one to four simultaneous notes at a time.  As I mentioned, I threw the rest of the raw MIDI conversion directly into my assembler, without folding the redundant sections together.  I tried that just now, and more than halved the file size.  
I'm not sure if your player is interrupt based or not, I couldn't move the mouse around when the sound was playing.
It's designed to take full advantage of the available CPU power.  
Mine is designed to play in the background of games.
Mine is not.  
You were able to pull off chords using both channels, but by comparison, I am using the "guitar method" where all the notes are played together quickly to make the chord which allows for decent sounding chords up to around 8 notes at a time.
You mean it only plays a single note at a time? That's not how guitars work.
That allows you to hear out of both ears as well if wearing headphones.
My player duplicates the sounds in both ears if the particular segment has at most two notes playing, or switches to different contents in each ear for three or more simultaneous notes.  
Also, the complexity of my songs in my opinion is much greater, even my rickroll had far more chords and beats.  Did you try the Chrono Trigger song I posted above?  That one is about the same size as your rickroll.  Its nostub so you can just run it in DCS.
I'll give it a try.  May I have the MIDI source file so I can try running it through my converter?

Not being mean or anything, but I was expecting much more since it claims to have 4 channels ;)
Well, considering my converter doesn't take the easy way out, and can convert any MIDI format types (not just single-track Type 0), including intelligent merging to convert more than four channels of audio down to four, I'm very happy with it.  The only thing I might like to add is automatic detection of redundant sections and thus compression.

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