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Messages - Runer112

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181
Axe / Re: Help with greyscale tile engine?
« on: April 09, 2015, 11:43:57 am »
Fully redrawing the map each frame is generally a bit to slow for the calculator. You're correct to suggest the shifting method to speed it up, and you were also correct to note the issue of sprites that don't move with the background.

The usual solution to this problem is to render only the map to a separate pair of screen buffers, allowing you to use the shift and minimal redraw method without worry, and copy the map to the main pair of screen buffers each frame before rendering sprites.

182
Axe / Re: Axe Q&A
« on: April 01, 2015, 06:29:25 pm »
The next time you get a strange error, try pressing the STAT key and relaying back that glob of data. It should ideally give me a good chance of figuring out what's wrong.

183
Reuben Quest / Re: Reuben 3 teasers
« on: March 27, 2015, 01:03:45 pm »
Why can't they be 9 pixels high? It's not much harder to draw an 8x9 sprite than an 8x8 sprite.

184
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: Help | Sorry
« on: March 23, 2015, 09:56:26 pm »
sorry for bothering you people but how do you change the nes file to a gb? im really confused right now...

Already been answered:

Also how do i change an NES file to a gba to move it on to my TI-84?
I don't think you can change a NES file to a gba file, unless you embed both a NES emulator and the NES rom in the gba file.
But if you're using tiboy, there's no reason to do this anyway, since tiboy doesn't support GBA. The only supported console is the nintendo game boy (b&w version (.gb files), gameboy colour roms aren't supported either)

185
TI Z80 / Re: My first game
« on: March 18, 2015, 10:00:45 am »
Can Axe compile multi page apps?

Nope. It would require either that the compiler implement a significantly more complicated memory model or that a bunch of the built-in routines be rewritten in more complicated, and thus larger and slower, variants. It seems unlikely that either of these things will be happening, at least any time soon.

I know of a few "solutions" to the application size limit:
  • Optimize your code. There are lots of small tricks to save a few bytes here and there, but you'll get the biggest savings by first seeking out code that looks bloated or has a lot of redundancy. If you spot any such sections and want help optimizing them, you can post them here and I'm pretty confident someone will help.
  • Move data out into appvars. The best candidates are data that doesn't need to be accessed often/rapidly, like map or string data.
  • [Advanced] Use the PageSwap Axiom (tutorial) to manually emulate a multi-page application.


For those saying I neglected to mention Fullrene: I chose to leave it off because it's proven to be a bit unreliable and doesn't even offer much more space (logarithmically speaking) than an application does.

186
Axe / Re: Axe Q&A
« on: March 16, 2015, 08:53:46 pm »
@Alex Twigg What file did you try to send? The correct file should be a .8xv (or maybe .8xp) file.

187
Axe / Re: Axe Q&A
« on: March 16, 2015, 07:03:59 pm »
@Alex Twigg You don't really need to install Axioms, just send them to your calculator and include them in a program with #Axiom(NAME) (really the AsmComp() token). As for a tutorial, it's a bit short and out of date, but the one included with Axe, called Documentation.pdf, is still one of the best. There's also an exhaustive, up-to-date command list called Commands.html.

But the most exhaustive tutorial by far, made by kindermoumoute and Matrefeytontias, is available here (you may need to make a free account to see it). However, it is in French, so you either have to know French or try your best to deciper what an online translation service makes of it. If you use Chrome, you can translate a page by right-clicking and selecting "Translate to English." And I'd recommend still looking at the original French version for some things, like code blocks, because the translation process screws up some formatting.

188
Axe / Re: VAT tutorial
« on: March 16, 2015, 06:27:27 pm »
@Michael Pang That's also a viable strategy, but an issue arises if the new name length isn't equal to the old. You'd then need to expand or contract the size of the name field of the entry, which would mean also shifting the rest of the VAT and the operator stack in memory.

189
Axe / Re: VAT tutorial
« on: March 16, 2015, 10:01:02 am »
While there are no OS functions to rename a variable in RAM, it is possible to do manually with a bit of work. However, it is not possible* to rename a varaible in ROM, since the VAT entry is duplicated in ROM, which cannot be modified.


* Technically possible, but to do correctly would involve a fair amount of manual flash operations essentially equating to a full user archive space defragmentation. There are probably only a couple of assembly programmers who could even pull this off.

190
ASM / Re: Z80 system fonts
« on: March 14, 2015, 12:03:18 pm »
What do you want to access the font data for?

191
The Axe Parser Project / Re: Bug Reports
« on: March 13, 2015, 10:18:04 pm »
I looked at the source of that command and confirmed that it performs no port modulation if the second argument is less than the first. You might just be picking up on noise. :P

192
Axe / Re: Axe Q&A
« on: March 12, 2015, 11:34:11 pm »
How's this? I went a bit overboard, but I figured if I was going to search around for every Axiom, I may as well search for other useful things at the same time to create the ultimate resource list.

193
The Axe Parser Project / Axe Library, Axiom, and Tool Collection
« on: March 12, 2015, 11:32:35 pm »
Axe Libraries

2D
  • Bezier Curves : Draws Bezier curves.
  • YAAM : Somewhat flexible scrolling 2D tilemapper.
Grayscale
  • GrayLib ★ High-quality interrupt-based grayscale and supporting commands like improved masked grayscale sprite and grayscale text drawing.
UI
Math
OS Interfacing
  • Clock Library : Read and write the time and date available on the 84+.

Axioms

2D
3D
  • AxeJH3D : 3D math, projection, and rendering.
  • gLib ★ 3D math, projection, and rendering.
External Interfacing
Hardware
  • LCDKit : Extra LCD control and direct reading/writing.
  • SpeedKey : Read the state of the arrow keys as a single number.
Math
OS Interfacing
  • RunPrgm : Run external assembly programs, which may be archived.
  • Detokenize Axiom : Detokenize strings of tokens (like those returned by the input command) and a few related commands.
  • Alphabetical Memory Kit : Read VAT (Variable Allocation Table) information and traverse it alphabetically with optional filtering by variable type.
Source Management
  • Pucrunch Decompression ★ Decompress Pucrunch-compressed data. Includes a Windows compression utility.
  • Fullrene ★ Enable execution of programs with more than ~8KB of code. May not work on 83+.
  • PageSwap : Control the memory page mapped to the $4000-$7FFF space. Allows rough emulation of multi-page applications. (Tutorial)
UI
  • DCS Axiom : Interface with DCS's GUI stack.
  • AxiomGUI : Simple GUI stack that supports a cursor, modal alerts, buttons, and progress bars.
  • Menu Axiom : Display OS-style menus

On-Calc Tools

Spriting
  • tileIt! ★ Monochrome and grayscale 8*8 tileset and tilemap editor designed with Axe in mind.
Utility
  • zStart ★ Run/edit archived programs, jump to labels, compilation hotkeys, accidental line clear undo, and much, much more. (Small font editor beta)

Off-Calc Tools

Emulation
  • Wabbitemu ★ Windows-based emulator. Best animated screenshot creating capability, among other strengths.
  • jsTIfied ★ Browser-based emulator.
IDE
  • SourceCoder : Browser-based TI-BASIC editor and image converter. Directly links with jsTIfied.
  • TokenIDE ★ Windows-based TI-BASIC editor with an Axe token set and sprite/image editor. Works on Linux with Mono.
  • IES : Browser-based TI-BASIC editor with an Axe token set and simple picture editor.
Spriting
  • Pixelscape : Browser-based monochrome and grayscale 8*8 tileset and tilemap editor designed with Axe in mind. Compatible with tileIt!





If you believe any library, Axiom, or tool should be added to this list, let me know.

194
I guess that does make it a bit trickier. But it would still definitely be harder to implement custom archived data reading code than to just finagle the archived data pointer into a Y1-Y0 file pointer. It's a bit redundant, but I'd suggest simply reading the variable's name and using the archived file variant of GetCalc() on it. That has all the code needed to convert the page and pointer in the VAT into a file pointer that Axe understands, which isn't exactly a simple conversion to make.

195
In Axe, you basically can't. There's a reason the Y1-Y0 "file" system exists, after all. :P Why would you be trying to avoid them?

Also, if you are going to use them, note that you can read and copy from pointers to archived data, but nothing else. For instance, you can't directly draw a sprite because the sprite drawing routine doesn't "know" how to read archived data, which isn't nearly as straightforward to read as data in RAM. And you can't write to a pointer to archived data simply because that's a limitation of the hardware. Writes to flash memory have to be done in a very special manner which is far too expensive and complicated to do arbitrarily.

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