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Messages - Quigibo
Pages: 1 ... 73 74 [75] 76 77 ... 135
1111
« on: July 06, 2010, 05:31:55 am »
De Google Translate:
J'ai oublié de mentionner, vous ne pouvez pas avoir l'image complètement en dehors de l'écran ou encore la calculatrice meurt. Je n'ai pas fait cette routine. C'est la faute des TI.
EDIT: Oui, en pixel.
1112
« on: July 06, 2010, 03:41:39 am »
I used to code in z80 on calc with no editor. I just printed out some papers with all the complete instruction list, ram locations, bcalls, and key equates. I then used the basic editor and typed in the hex code using the calculator to actually compute the offset for the labels, something I would have to change every time I added something new to the beginning of the code. It was pretty cool that I was able to do that looking back on it, but wow, I was such a noob. Lets see, this was back in... 2006 when I first discovered the assembly language.
Even worse, It wasn't until the very start of 2010 that I started using emulators or and 8xp converters. I wasn't typing it by hand, don't think that! I was taking the hex output from the computer assembler, copy pasting it to TI-Graphlink, sending it to the calculator, compiling it, testing it there (I didn't use emulators), and then sending it back when I wanted to upload the files to the internet.
1113
« on: July 06, 2010, 03:23:34 am »
.BITMAP
.Data(hauteur,largeur)→Pic .[Sprite]
Data(8,8)→Pic1 [3C7EDBFFBDDB663C]
Bitmap(20,10,Pic1)
1114
« on: July 06, 2010, 12:55:19 am »
I'm not entirely sure if this is a bug report or a feature request, but attempting to use a negative number in a Data() array returns a bad number error. (This occurs even if you use an r modifier)
I will fix that thanks! Also, I could have sworn I fixed the wording there becasue I do remember doing that, I guess it just didn't make it to the update hehe.
1115
« on: July 04, 2010, 06:13:00 pm »
I don't know the inner workings of axe, but couldn't you change the last letter of the source name to something random, like B or %, archive it, remake the source program, and copy the source back from archive? That way, the backup would always be there and would not require any extra ram to create.
Yeah, that's what I was thinking. The only problem with having it as an appvar though is that then if the ram clear does occur, it would be tricky to get the file back as a program. You would either have to use an external tool or I would have to add some kind of option in Axe. What I'll probably do is just always save the backup to the same file and call it "ZBackUp%" or something using illegal characters to guarantee that it won't already exist. The Z so it always shows up at the bottom of the list. Also I can give it a backup header instead of a regular one so that it can be restored to its original name. Also, I'm not sure you can rename a file that's in archive without unarchiving it first. The symbol table can be renamed, but a copy of the name is also in the archive which could lead to complications becasue during a ram clear when the symbol table gets wiped, it will be regenerated with the incorrect name.
1116
« on: July 04, 2010, 04:33:15 pm »
The source is never lost from compiling, the source can only be lost if the user creates a faulty program and runs it when important things are in ram. I am probably going to add an option to auto-archive the source after the compile but I don't know how many people would use it since it is annoying to have to keep unarchiving the source every time you need to make a change to it. Another option is to create a backup copy of the source and archive it before compiling, but there might not be enough ram to do that for larger programs.
1117
« on: July 04, 2010, 04:18:39 pm »
Most interrupts are currently not compatible with applications at the moment. Any system call will not switch the correct page back to the application and cause crazy stuff to happen. There is a fix I can do by making sure I swap the page before the interrupt quits which is what I'm going to have to do for applications. So for now, DO NOT use interrupts with applications.
1118
« on: July 04, 2010, 03:54:10 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. 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. I'm not sure if your player is interrupt based or not, I couldn't move the mouse around when the sound was playing. Mine is designed to play in the background of games. 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. That allows you to hear out of both ears as well if wearing headphones. 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. Not being mean or anything, but I was expecting much more since it claims to have 4 channels
1119
« on: July 04, 2010, 06:07:13 am »
Bitmap() est utilisé pour afficher des sprites qui ne sont pas 8x8. Il utilise la même technique que Pt-Off() mais il faut aussi spécifier la taille de l'image dans le cadre de ces données.
1120
« on: July 04, 2010, 05:57:20 am »
EPIC ALERT! I converted the entire opening of my favorite RPG using the new format. This is the executable only since the feature is not out yet. Only 1 track just press 1. 15MHz only. EDIT: It sounds way better on calc by the way becasue for some reason the tempo fluctuations are really exaggerated in wabbitemu.
1121
« on: July 04, 2010, 04:07:55 am »
Oh I think I know what it is now, I was using a shortcut in the code to save space which would only affect the 83+BE but I didn't think it would cause any problems with the actual sound. Oh well, its only an extra byte for the entire program to fix it I guess.
EDIT: I fixed it but also decided to make the routine take 2 byte frequency data so its 4-5 bytes larger than before. Some songs won't be compatible using this player because now note "0" (middle C) is actually 65536 instead of "255". But I am going to modify the midi converter to use this new range extender to cover the whole keyboard. This data will be 3 bytes per note instead of 2 so music will be a little larger, but now the songs should convert better.
1122
« on: July 03, 2010, 11:53:33 pm »
In NWC, you can right click on each track, go to properties, and then in the "MIDI" menu change all the channels to channel 1. Then save the midi as a type 0 and reopen it. When reopening, make sure you have "Max single track chord size" set to its maximum 127. It should all be on a single track now.
1123
« on: July 03, 2010, 05:45:36 pm »
Can you run some tests while the calculator is opened? See if you can get the voltage from touching the tips of the multimeter to the areas of solder. It is possible that the jack itself is actually the broken part and might need to be replaced in which case you'd have to remove it and solder on a new one.
1124
« on: July 03, 2010, 04:22:25 pm »
Kerm wrote one but I'm not sure what the compression is. I too was surprised at the compression of the MIDI to Axe converter. 1KB of data in the executable at a medium speed with many chords is about an entire minute of music! Of course, the quality certainly suffers from this extremely tiny compression, but since Axe is designed for games and most games need the music in the background, it has to be quick and small so I think this is a good thing. This is about as minimal as it gets to still sound awesome. In the future, you will be able to write your own freq() commands using direct port output to make the notes sound like another instrument instead of just a square wave.
1125
« on: July 03, 2010, 05:04:27 am »
The way I have it set up now you load songs into the music player using the L variable. However, the routine also uses the P variable to figure out what to play after the sound has finished. If its the same song as before, that's how it creates a loop. If it is zero however, it will be loading the stop command into the player which will halt all sound once the original track has finished. You can even do more exotic things with it. Lets say you have some music which has an intro part and a loop part. You can load the intro part into L to get it going and then load the loop section into P so that it will continually call the loop section after the music reaches the end. Its a pretty cool system.
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