Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - KermMartian

Pages: 1 ... 19 20 [21] 22 23 ... 34
301
TI Z80 / Re: Project... i'll need help
« on: June 12, 2010, 08:00:55 pm »
Here's how my implementation worked out if anyone's interested, including video. :)

http://www.cemetech.net/forum/viewtopic.php?p=99600#99600

302
TI Z80 / Re: Project... i'll need help
« on: June 12, 2010, 06:14:23 pm »
No props to Kerm for coming up with the hardware design for you?  Anyway, I made my own version based on the design I gave you, pix below, program video coming in a few minutes.  I of course wrote my program in pure z80 ASM.


303
TI Z80 / Re: SourceCoder 2.5: Updates and Features
« on: June 12, 2010, 10:08:31 am »
DJ_Omni, cf. Cemetech for my solutions; a missing character was throwing Opera off, and I never noticed because Firefox and IE both recover from the error more gracefully.

304
Axe / SourceCoder 2.5 Postbot Testing
« on: June 11, 2010, 05:41:24 pm »
I need to work through getting SourceCoder to be able to post here (it's an SMF board), so here's a topic for it.  Please excuse any excess posts I accidentally generate.

http://sc.cemetech.net/?xpi=2327410ffd0737bf86b18515107bf4c6

305
At this point I've heard overwhelming chatter that people are willing to sacrifice 3 pages for the features of two or three or four apps, especially as fewer TI-83+s with their limited Archive space are in the mix.

On an optimistic note, with some pointers from BrandonW's original discussion of 2.53MP's failures with ParserHooks, Op1, and flags, I have instituted and tested a workaround that should preserve proper functionality of all programs using XLib and Celtic commands under 2.53MP without the need for an OS patch.  I would greatly appreciate testing on 2.53MP and any other OSes; 2.53MP in particular is giving me a huge number of bugs, unfortunately.  Bah TI.

306
Thanks schoolhacker, I've been trying to reproduce it, but it's hard to trigger a Garbage Collect on a calc with 1.5MB of ROM. :/

So I *finally* figured out a nice reliable way to handle the Stop token.  After much thinking and experimentation, I added a section of code to the BASIC parser hook used for Celtic/XLib interception that specifically watches for the Stop token.  Because that token causes Doors CS to never regain control (only from Homerun! The App can regain control when run from the Apps menu), it normally crashes the calculator.  Therefore, I bjump into the system error handler context with a=%01111111, effectively triggering the nonexistent error number 127.  The OS helpfully cleans up all the running programs and hands over command to Doors CS' error handler, which deals with deleting and cleaning up remaining items, then recognizes this special error and silently quits without reporting it.  Just to be on the safe side, I use this as one of the cases to bjump(_JForceCmd) from the Homerun Parser Hook, the other being when a program was edited because of a Goto event after execution.  When Celtic III / XLib compatibility is disabled, however, it simply uses a much much smaller Parser Hook during BASIC program execution that just looks for Stop, and does all the same things.  Huzzah!

307
That option is already integrated in the betas. Just like with the Tab key on a PC, you can use XTOn and STAT to select a program or an area on the screen.
Yup, as Silver Shadow says, TabFuncs 2.0 is now integrated into Doors CS.  Just use [XTOn] and [STAT] like Shift-Tab and Tab on a computer, with [2nd] and [TRACE] as left-click keys, and [ALPHA] and [GRAPH] as right-click keys.  {+] and [-] scroll down and up respectively, [F1] opens and closes the DCS menu, [F2] goes upwards from a folder to its parent, and [Clear] quits Doors CS.  Tabbing works on the desktop and in the right-click (Properties) menu, but you'll need to move the mouse around to interact with the DCS menu (the Start menu-like menu) and the Options and Display screens. 

Edit: Silver Shadow, kudos on your signature. :D You have three userbars of my creation there.

308
Wow, that is definitely worth two flash pages. Can't wait. :)

When's it coming out?
If you check out my signature, on or before September 1, 2010. :)  And yes, it's actually three pages.  Doors CS 5 was one page, Doors CS 6 added a page for all kinds of GUI subsystem stuff, hooks, and such, and Doors CS 7 adds another page for about 12KB of Celtic / XLib libraries.

Sorry, didn't see that.

That's still worth it, though.

And DCS8: another page for Axe-style parsing? :)

EDIT: Wow, three smilies in three quote zones.

EDIT2: What does CS stand for, anyway?
It's CS for Calculator Shell.  Back in the days of v1.0 and v2.0, which were laughable BASIC shells, I called it Doors XP instead of Doors CS.

You know, it is actually possible to make an Axe interpreter, but it would necessarily be so much slower than if it were compiled.

Love the update by the way. :)

Just so you know, only the period followed by a capital letter/theta is an axe header, I think you mentioned something about allowing other symbols to show up as source.
Well, I figured that the only kinds of programs that would start with '.' that are not Axe source would be starting with a decimal, ie, .0..... through .9.... Therefore, if the first character of the program is ',' and the second is not in the set of [0,9], inclusive, I assume that it's an Axe source file.  I could make it specifically look for A-Z and theta, but that would take more space, as theta is not contiguous in the token table with A-Z.

That would be nice, altough I would recommend that it's not implemented until Axe is finished, in case changes are done to Axe syntax itself. It could be nice, though, altough as Quigibo said, it would be much slower. Think for example of BBC Basic speed.
I would certainly at least wait until Axe is finished.  Perhaps I could figure out a way to call into the Axe application to compile and run the program on-the-fly? I think this would/will be a discussion for Doors CS 8, though.

309
Wow, that is definitely worth two flash pages. Can't wait. :)

When's it coming out?
If you check out my signature, on or before September 1, 2010. :)  And yes, it's actually three pages.  Doors CS 5 was one page, Doors CS 6 added a page for all kinds of GUI subsystem stuff, hooks, and such, and Doors CS 7 adds another page for about 12KB of Celtic / XLib libraries.

310
In case anyone is an Axe fan, a simple 90-byte-ish addition that lets Doors CS (1) identify Axe source code (2) edit said code instead of trying to execute this.  The left screenshot shows it identifying code, while the right screenshot demonstrates a variety of execution scenarios, including DCS and Homerun, archived and RAM, locked and unlocked.

311
Wow nice!

Despite this not being the latest version of DCS7, I think this deserves news here soon. Glad to see xLIB/Celtic compatibility progressing ^^

(I also hope ticalc.org features Door CS 7)
Thanks, I hope so too, despite a (hopefully past) anti-Cemetech bias. :)

EDIT: problemo with Super Mario Smash Dance :(
Odd, did the same happen if you ran it from the DCS desktop?

312
*bump*

Doors CS 6.5 Beta is the first DCS7 beta to contain one of the biggest feature additions to Doors CS 7, alongside Homerun, Folder Backup, and Runprog Chaining: built-in support for XLib / Celtic III / PicArc / Omnicalc compatibility.  Building off Iambian's generous donation of the Celtic III code base, this version of Doors CS adds many improvements, bug fixes, and optimizations to that code base.  In addition, it provides many core Doors CS bug fixes and optimizations, including repair of a graphics glitch with FileOpen/FileSaveAs, fixes for malfunctions when copying and renaming programs, repair of an issue where deleting the DCS7 appvar without a RAM reset could cause duplicate folders to be created, and many more.

You guys have been invaluable in providing feedback and comments.  As always, testing, bug reports, suggestions, and comments are solicited and welcomed.  I would particularly appreciate if authors of XLib and Celtic programs would try out their programs and let me know of any issues, including whether Doors CS properly handles incorrect syntax or arguments to Celtic III and XLib functions.  Please take note of the known and fixed XLib / Celtic III compatiblity issues and the usual To-Do list.

Download
Doors CS 6.5 Beta


313
Aaaah ok I see XD

Well, then it's an hard issue:

while xLIB might be doing it wrong, CelticIII was aiming at emulating xLIB as it is. In fact, it was even supposed to emulate its glitches in the end (glitches that were abused by some xLIB programmers, from what I heard). So I wonder if in DoorCS it would be best to emulate them too to keep compatibility with xLIB games. Could there be an option in DoorCS to enable xLIB glitches emulation?
It's possible.  There's another possibility I thought of, though.  Since that lava is white only by dint of xoring with the black background rectangle, perhaps that same background rectangle is being rendered differently, either through a bug I didn't fix yet in rectangle drawing, or through some XLib glitch that I'm not properly emulating? I'll double-check this when I get home, as I'm at work atm.  Thanks again for all your help. :)

Regarding the idea about glitch emulation, I think I'd just as soon emulate all the glitches and features of XLib as closely as possible, and let them just become (new) (old) de facto standards.

314
You mean Real(1), right? Real(2) is the tilemapping command

Nice to hear, though :)
My error, thanks for that.

I'm trying to plow through these bugs, and I have to say, I think that XLib has it wrong in the case of Metroid II Expansion, the screenshot we were discussing last night.  Here's the command that draws the lava:
real(1,0,8P-8,12,71-8P,2,0,8,3,0,0

For P=7, for example, top-left is (0,48), width=12[bytes], height=15.  48+15=63, so the last row of the display shouldn't be drawn from that command.  The remaining stuff is take it from Pic2 starting at (0,8), don't flip it, don't update LCD.

315
Do you think you'll be able to make xLIB games work perfectly in DoorCS? It would be nice since Celtic III didn't emulate xLIB 100% properly
I sure hope so! I have a list of all the bugs I've seen and heard about so far on the Doors CS wiki, and I'll soon be releasing another beta, which I hope you guys will extensively test so I can iron out existing issues.

Note: Working towards solving the Real(1) issue with sprites in the last row:


Pages: 1 ... 19 20 [21] 22 23 ... 34