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Messages - Ranman

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346
TI Z80 / Re: Pacman in Axe
« on: October 24, 2010, 08:27:45 am »
Nice job Michael!

347
Jumpman 68K / Re: Jumpman Test
« on: October 24, 2010, 08:22:02 am »
Here is a slightly modified version of the above level... faithfully redesigned to support the shorter height of the TI-89 screen.

348
Jumpman 68K / Re: Jumpman Test
« on: October 23, 2010, 09:33:38 pm »
So here is a screenie of a Jumpman level. Unfortunately if I want to exactly replicate the original Jumpman levels while maintaining the physics of the game, I would need to pan the screen by 30 pixels. I really don't like scrolling the screen with this type of platform arcade game. So, I will create slightly modified versions of the original levels (or completely new levels) compensating for the absence of the 30 vertical pixels.

349
KnightOS / Re: KnightOS
« on: October 23, 2010, 01:24:30 pm »
Lol sure... I think the ThreadID works well as a semaphore.  Do you have a link to some docs on this?
I'll see if I can come up with some docs for you.

Each thread (or task) would have its own unique ID and each semaphore would have its own unique ID. That way two independent threads can utilize the same semaphore for syncing purposes -- so I don't think using thread ID as a sem ID would be a good idea for this reason.

edit: here is a link to the VxWorks reference manual. Take a look at the semLib chapter.

http://www.sls.psi.ch/controls/help/howto/vxworksHOWTO/VxWorks_Ref_Man.pdf

350
Jumpman 68K / Re: Jumpman Test
« on: October 23, 2010, 11:59:35 am »
I'm doing well Art. Thanks for asking. I am recovering nicely from my recent neck surgery. I'm reducing my pain meds everyday... should be off of them in a couple of days. And I'll start physical therapy in one week. Hurray!

351
KnightOS / Re: KnightOS
« on: October 23, 2010, 11:38:17 am »
Well, you have to get the Semaphore object across threads, which is harder :P
A semapore is an object managed by the kernel and you can get that object by passing an ID of some sort to a call such as:

CreateSemaphore(int semID, Semaphore* semaphore);

Like you said... calcs have limited resources. You could define a fixed number of semaphores in your kernel. Then each task could register for a semaphore with the CreateSemaphore API. So... 2 (or more) tasks could register for the same semaphore and use the ReleaseSemaphore/WaitForSemaphore APIs to effectively sync with each other.

Piece of cake :P

352
KnightOS / Re: KnightOS
« on: October 23, 2010, 11:23:31 am »
A common syncing mechanism for commercial RTOSs is via something called a semaphore.

The APIs I see used most often are:

WaitForSemaphore(Semaphore* semaphore);
ReleaseSemaphore(Semaphore* semaphore);

and

SemWait(Semaphore* semaphore);
SemRelease(Semaphore* semaphore);

The task waiting on the semaphore is basically pended (or blocked/asleep) until another thread releases the semaphore. Hence, a great way to sync 2 tasks.

Anyway... just throwing some ideas at ya.

353
KnightOS / Re: KnightOS
« on: October 23, 2010, 04:34:06 am »
This is amazing SirCmpwn!

I'm really interested in your multitasking implementation. What type of scheduling algorithm did you use? Are you planning on implementing a priority based preemptive multithreaded capability -- similar to some commercial off the shelf Real Time OSs (like VxWorks or Integrity)? Have you thought about how different tasks can communicate and/or signal one another?

Once again... I'm very impressed!


354
Jumpman 68K / Re: Jumpman Test
« on: October 23, 2010, 01:34:57 am »
Thanks for the comments guys!

355
Other Calculators / Re: Revolution Software is Staff Searching
« on: October 23, 2010, 01:29:45 am »
Good luck Madskillz! I want to see Revsoft to not only continue but to thrive. :)

I am a really busy part of my life right now. I am happily married and have 2 wonderful kids. I work full time at Lockheed Martin and it is really busy right now. I'm also pursuing a Masters degree in Software Engineering -- in hopes that I can teach C/C++ at our local college. Spare time is pretty rare for me.

I know there are lots of great TI programmers here at Omnimaga as well as TI Freakware. You should post this request at TIFW too. I am confident you will find some great people willing to be staff members.

356
TI Z80 / Re: Secret Project Teaser
« on: October 22, 2010, 08:51:43 pm »
I was hoping for Small C.

But C#... Wow!

There is a Small C cross compiler SDCC, but it pretty much produces bloatware as you can imagine :).
Yeah I mentionned it in another post. I didn,t knew there was Small C and regular C, though. X.x

Yeah... I remember SDCC. I just don't remember hearing anything good about it.

One would think that with a specific platform in mind (like TI Z80 calcs) along with a super-minimal high level language (like Small C), that it could result in a highly optimized compiled code.

357
TI Z80 / Re: [Project] Sniper 101.
« on: October 22, 2010, 04:38:10 pm »
This game is really starting to look great. I love seeing the progression of the game as it matures. Nice work!

358
Jumpman 68K / Re: Jumpman Test
« on: October 22, 2010, 04:10:52 pm »
It will be TI-89... possibly ti-92+.

I don't have an Nspire yet. So... No Nspire version.

359
Jumpman 68K / Re: Jumpman Test
« on: October 22, 2010, 10:08:45 am »
I need to create at least one level before I can proceed any further.

360
Jumpman 68K / Jumpman
« on: October 22, 2010, 04:20:45 am »
I have begun a new project called Jumpman for the TI-89.

Jumpman is a platform game written by Randy Glover and released by Epyx in 1983. Originally developed for the Atari 400/800, versions were also released for the Commodore 64, Apple II, and IBM PC.

Wikipedia - Jumpman

Here is a link to the Commodore 64 boxed set.

Here are a few Youtube videos of the Commodore 64 version of Jumpman Jr.



And finally... here are a few screenshots of TI-89 Jumpman in action.




Edit: Added Jumpman titlescreen screenshot. Also, removed Youtube videos of Jumpman -- they were removed by their author.

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