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Axe / Re: Routines
« on: March 23, 2010, 03:19:49 pm »
Hmm... I don't see any syntax errors... Are you sure you copied it correctly? And did you upgrade to the newest version?
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Axe / Re: Routines« on: March 23, 2010, 03:19:49 pm »
Hmm... I don't see any syntax errors... Are you sure you copied it correctly? And did you upgrade to the newest version?
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Axe / Re: [Axe Parser] Bytes?« on: March 23, 2010, 03:07:49 pm »
You retrieve data by naming it. If you store 100 bytes of data to memory and name that location "Str1" then you can access the entire 100 bytes with {Str1} for the first byte, {1+Str1} for the second byte, {2+Str1} for the third byte, or even {N+Str1} for the N-1th byte. Same as how you would in BASIC do L1(N).
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TI Z80 / Re: Mosaic« on: March 23, 2010, 12:52:11 pm »
Cool! I can't wait to see this. Will macros eventually be supported, because those are really useful!
I'm just wondering, is there really enough memory on the calculator to write decently sized assembly source code? It would probably have to be saved as groups or on USB since even a small project often takes more room than the entire free ram. Although this is probably for simpler things I assume, like writing tools, routines, and maybe even small games since large projects are far easier to write on the computer. And when you take into account the time for scrolling though the program, typing things out, and assembling, you'll definitely have to come up with some type of efficient system. Good luck, hope this gets completed 1789
Axe / Re: Routines« on: March 23, 2010, 11:54:51 am »
Yeah, there is actually a bcall I can use in combination with some other code to display numbers left to right, but it would be slower and more memory. You will be able to do it in the next version by using Text(X,Y,NUM>Dec) I think, but you have to make sure you specify the graph coordinates instead of the cursor coordinates. But still, there are advantages to displaying numbers right aligned. If you think about it, practically all scores in video games are displayed right aligned (but usually the spaces are extra zeros instead) and since Axe is mostly game oriented, it seems to fit well.
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The Axe Parser Project / Re: Features Wishlist« on: March 22, 2010, 06:08:42 pm »
Numerical and character input might be a possibility in the far future, but I doubt it will be anything like basic. However, it may be possible to embed actual BASIC code into axe itself, kind of like how you can embed assembly. Not sure if it will work, but I'm reading up on it.
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The Axe Parser Project / Re: Features Wishlist« on: March 22, 2010, 02:46:19 pm »
I think I mentioned I was was going to add it in a few threads before. It will probably be in the next version. I'm not sure how much of the calc will be accessible in that release, but we'll see what happens.
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The Axe Parser Project / Re: Features Wishlist« on: March 22, 2010, 01:52:01 pm »
The ++ and -- are already supported. You just write them as +1 and -1. The compiler automatically optimizes them to the increment. ElseIf is a possibility, I forgot about that. A FPS counter is something you could do with interrupts.
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The Axe Parser Project / Re: Axe Parser« on: March 22, 2010, 01:48:29 pm »
You *could* use a memory location, but I don't support that right now. I'm surprised that compiled, I should fix that so it gives an error.
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The Axe Parser Project / Re: Axe Parser« on: March 21, 2010, 05:46:52 pm »
Yeah, wabbitemu does sound a bit different than on the calc, I think the calc is a bit cleaner. But mostly it heavily depends on what the time delay for the sound. The longer the delay, the better the sound sounds. Since the delay is in units of about 5-10 micro seconds, you should have pretty long delays. On the other hand, you probably can make an earthquake sound if you lower the frequency (raise the wave value).
By the way, this routine is a near identical copy to what I used in Pyoro. In Pyoro, each tone would have had 3000 as the "TIME" argument. I'm sure someone here will make a routine that plays sound from a music file in ram. You can get the notes for Pyoro in its music.inc source code. 1795
The Axe Parser Project / Re: Axe Parser« on: March 21, 2010, 05:12:10 pm »
Yes it will. It won't cause any crashes, and the calc will fix itself eventually once it needs to change the flags again, but its not a desirable effect.
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The Axe Parser Project / Re: Axe Parser« on: March 21, 2010, 05:03:05 pm »
New update! I can't believe I added so much, I guess most of it was simple. Anyway, you can name your programs now and I think the most useful added feature is the double byte reading and writing. So if you have a number larger than 255 you want to store, like a score for instance, you can store it to memory using S->{L1}r. That means it writes the first part of the number to {L1} and the second part of the number to {L1+1} so the entire 2 byte number is saved. Same goes for reading, you can read the entire byte. Be careful though, because when you have arrays and things make sure you step by 2 instead of 1 since each number takes up 2 bytes.
Also, I reworded almost the entire commands list to make it less technical. If you have a specific low level question about a command I can answer it here because I intentionally left out a lot of those details to make it as simple a definition as possible for those used to higher level languages. 1797
The Axe Parser Project / Re: Latest Updates (***DO NOT POST HERE!***)« on: March 21, 2010, 04:54:09 pm »
Axe Parser
Alpha 0.1.3 HUGE UPDATE! A lot of new stuff happening. New Features:
Changed:
New example program to test sound effects. 1798
The Axe Parser Project / Re: Assembly Programmers - Help Axe Optimize!« on: March 21, 2010, 04:42:47 pm »
It should be 128*sin() so that the number fits in a single signed byte.
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The Axe Parser Project / Re: Assembly Programmers - Help Axe Optimize!« on: March 20, 2010, 10:00:23 pm »
Does anyone know any good sin/cos routines that are under 128 bytes? The entire circle should be 256 brads (binary radians) so each quadrant is 64. It doesn't need to be 100% accurate, but it should be pretty close. It doesn't need to be that fast either, but I would prefer using a method that doesn't need multiplication such as a look up table or CORDIC.
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TI Z80 / Re: Nemesis: Insurrection Zero« on: March 20, 2010, 05:52:07 pm »
Theoretically, you can append buffers to the end of your executable so that they use their own self modifying code as extra buffers. This is fairly easy and straightforward to do. Hmm... I don't have an "empty data" command yet... I should add that, it would make this kind of thing easier and it gives another alternative to if you run out of free ram.
This looks like a pretty cool game! |
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