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Messages - Quigibo
Pages: 1 ... 86 87 [88] 89 90 ... 135
1306
« on: June 16, 2010, 07:27:50 pm »
Okay, I did my research. This is what appears to be happening. I believe that there is a very short voltage spike between changing contrast from a very low value to a very high value and vise versa. You don't see the screen turn blue normally becasue its so fast that you can't even see it. However, if you alternate the screen very rapidly, the voltage spike appears often enough that it becomes very noticeable. So this is a faulty hardware problem and there is nothing I can do about it. I'll just have to trust that you're all being safe about using it. Here were some clues that led me to my hypothesis: - You can't get the calculator to stay in a blue state unless the contrast is constantly changing
- The degree of blueness is continuous. There is not a single shade of blue.
- The degree of blueness is directly proportional to the difference of the values you alternate between
- The degree of blueness is inversely proportional to the amount of pause you have
All of these suggest that the calculator is NOT in test mode. So this blue is actually less voltage on average than test mode, but that still doesn't mean its remotely safe. It probably won't fry your calculator right away like the real test mode, but it can certainly damage it over a longer period. I absolutely do not recommend exploiting this effect.
1307
« on: June 16, 2010, 05:24:23 pm »
I am going to talk to some experts in hardware and do some disassembly. Can someone brave please test if adding a "Pause 2" after every contrast routine changes anything? Also, is there any specific range of values that cause this?
1308
« on: June 16, 2010, 05:06:34 pm »
When 0.3.0 is released tonight (hopefully), I think the grayscale will look a lot better since I improved both of the routines. Not only does it look better on real hardware, but also it seems to finally be in sync with wabbit settings. Much thanks again to calc84maniac.
1309
« on: June 16, 2010, 04:58:00 pm »
I don't know. The command only allows values between $C0 and $FF so it is impossible to get into test mode. Are you sure these are the blue lines of death and not just the normal blue from high contrast values?
1310
« on: June 15, 2010, 10:42:13 pm »
Oh wow! That's really cool! I totally forgot about the "ld a,i" instruction, I was about to ask if it was possible to preserve interrupt state. This seems to be a good way to do it. Its 6 more bytes I think, but it will surely come in handy when I add custom interrupt support; Just in case someone decides to draw to the screen in their interrupt routine.
1311
« on: June 15, 2010, 10:28:47 pm »
As long as you have interrupts enabled, and don't write data over the L2 free ram, then its safe to use. But it doesn't save you from buffer overflows or corrupting ram of course.
What I'm curious about is the opposite. If you disable interrupts, can you use L2 ram area in mirage? (All the DispGraph routines re-enable interrupts so immediately disable them after those).
1312
« on: June 15, 2010, 05:16:42 pm »
I think you might just have your data in the wrong format.
1313
« on: June 15, 2010, 05:11:30 pm »
Yeah, I don't think that was his real code since its an infinite loop on top of that. I initialized A and changed the "While 1" to "Repeat getkey(15)" when I tested this I should mention.
1314
« on: June 15, 2010, 05:03:56 pm »
Hmmm... I tested it and it works for me. Are you sure Str2 is exactly 10 characters? Maybe you mistyped it.
1315
« on: June 15, 2010, 04:36:55 pm »
The string is in memory somewhere in the program. So all we need to do is right before we load the levels, change one letter from a 0 to a 1 for instance. That would be the 8th byte of that string which is a +7 offset from the start.
Since these are ascii characters in the string and not actually numbers, we have to convert the number L from a number to an ascii character. Since the ascii characters are in order, we can just start at the character '0' and then add the offset to find the character.
1316
« on: June 15, 2010, 04:25:51 pm »
Try this:
1->L "vSpLvl00"->Str0 L+'0'->{Str0+7}
Should load levels from 00-09. If you need more, you have to replace the first digit also.
1317
« on: June 15, 2010, 02:01:11 pm »
They don't have to be signed on-calc at all, you can sign them on the computer instantly. I'll probably still add the on-calc signing though, but much later since I doubt anyone would really want to use it. You'd have to be completely isolated from a computer and slightly crazy to want to do that. Don't forget, the game will run fine without signing. This is only for transferring the file to another calculator.
@SirCmpwn The alpha scroll thing I can do. The shell type in the header I don't think it necessary. The app already saves the current shell to use every time you change it.
1318
« on: June 15, 2010, 01:45:17 pm »
I really do want to add wav support eventually. I'm really not that knowledgeable with sound though, so I'd either have to learn how waveforms of sound are converted to digital audio or I'd have to have someone explain it to me. This was done on a z80 cpu by the way with the most minimal of sound chip: This and the ProjectM sound (from what I've heard) make be believe that it will eventually be possible. When I support reading from archive, you'll be able to play some pretty large files.
1319
« on: June 15, 2010, 12:53:10 am »
OMG! Earthbound maybe?
1320
« on: June 14, 2010, 10:18:55 pm »
I think that might be a little confusing. And also, that is currently valid syntax since empty arguments are filled with the last expression. That is, your first example is parsed as Line(X1,Y,X2,X2) and the second one becomes Line(X,Y1,Y1,Y2) it can actually be a useful optimization occasionally. This goes for all multi-argument commands.
I'm probably just going to use the horizontal/vertical tokens for fast lines with the syntax: "Horizontal X1,X2" since I can use the number of arguments to determine if its the line routine or the scroll routine.
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