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Messages - Runer112

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271
The Axe Parser Project / Re: Bug Reports
« on: July 14, 2014, 05:10:15 pm »
Another bug ?
I have this in my prog:
[]→°Test .état
This gives an error, and jumps on the first "t" in "état". I guess it's because it didn't get that the "." started a comment but why ?

Thanks for the report. I looked into it and was able to fix it pretty easily. (perhaps deceptively so?) If you'd like to grab the fixed version and confirm that I didn't horribly break anything, you can test the developmental build.

272
ASM / Re: Getting calculator ID
« on: July 11, 2014, 09:00:18 pm »
I swear I've answered this question in an old thread... but I can't find it, so I'll re-answer it. You want B_CALL(_GetCalcSerial), which puts the first five bytes of the calculator ID (should be unique enough) in OP4.

273
The Axe Parser Project / Re: Bug Reports
« on: July 11, 2014, 01:18:07 pm »
That's not really a bug. Quigibo added this undocumented feature for easier Axiom prototyping, and it's an easy enough thing when the Axiom is in RAM because you only need to change the VAT type byte. But when it's in archive, you have to unarchive it, change the VAT type byte, and then archive it again. And unarchiving/archiving operations are potentially complicated to pull off safely mid-compile.


EDIT: As Streetwalrus pointed out in the post below, this behavior is actually documented. Here's the official documentation:

Quote from: AxiomSDK.txt
The code must be an appvar in ram or archive.  However, if you have it as a program in ram, Axe will kindly convert it to an appvar for you.

274
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: July 11, 2014, 01:15:53 pm »
I'm assuming he means field of view, which I agree is a nice feature in any first-person 3D game.

275
The Axe Parser Project / Re: Bug Reports
« on: July 10, 2014, 04:33:22 pm »
Considering the delay would only be a hundred cycles or so, compared to the ~60,000 that DispGraph takes, I'm not worried about the delay time being significant. And it would probably only costs 3 bytes.

276
The Axe Parser Project / Re: Bug Reports
« on: July 10, 2014, 12:05:55 pm »
Yeah, I was aware of that incompatibility when I created the command, but thought it wouldn't really occur in practice so I didn't document it. Sorry to make you debug that for so long when I already knew about it...

I guess I could either fix it or just put a note about the issue in the commands list. But now that you've made me think about it a bit more, I think the chances of this pattern being used in code are not as insignificant as I originally thought. So I'll probably add the delay, which will cost a few extra bytes and cycles, at the end of the ZInterval code to fix it.

277
TI Z80 / Re: zStart - an app that runs on ram clears
« on: July 09, 2014, 12:36:36 pm »
I have 2.55MP, and I almost always use MP in my math classes. It's especially nice in the classes I'm taking now, one of which uses matrix math and the other of which uses integrals and summations. And I don't think I've experienced any bugs with it, only a few incompatibilities with Omnicalc and zStart that I can't blame TI for.

Speaking of which: opening the editor with MathPrint enabled in the latest official build of zStart (no small font editor) always leads to a crash.

278
TI Z80 / Re: zStart - an app that runs on ram clears
« on: July 07, 2014, 10:41:57 pm »
Honestly, the one thing I've always wanted is a fixed width small font editor (and Builderboy expressing his desire for one in IRC is what prompted me to vocalize mine). Do you think it would be at all possible, if you finished the small font editor, to shoehorn in a fixed width mode? I don't think it would need to have a special display engine, as it could probably use the variable width one with some kind of font hook. That would of course mean forfeiting the extra speed of making it specially for fixed width, but I'd take whatever I can get. And I've obsessively stared at pixels in the past and designed a fixed-width small font, so I could supply bitmaps for any characters that would need to be visually adjusted.

EDIT: Also, Builderboy raised two other excellent suggestions: getting rid of the title line and removing one pixel from between lines, each of which would add another available line.

279
Axe / Re: Axe Little contest !
« on: July 07, 2014, 03:07:24 pm »
You can indeed jump to/call arbitrary addresses in native Axe. But I'd propose that doing anything that results in running custom assembly code is against the sprit of the competition and shouldn't be allowed.

280
Axe / Re: Axe Little contest !
« on: July 07, 2014, 02:28:41 pm »
Watch out guys, I found this topic. :P

281
By "shakes like crazy," do you mean like this?



The Game Boy has a screen size of 160x144, while the calculator has a screen size of 96x64. To make the former come close to fitting on the latter, it is shrunk by 50% in both dimensions to 80x72, squishing every square of four pixels into a single pixel. I believe the emulator achieves this by quickly cycling through all four source pixels to display for each output pixel. One very important thing this does is retain some level of text readability. Compare this:



To what it would look like if it just statically selected one out of every square of four pixels:



Some characters look pretty good, but others are missing parts and are completely unrecognizable. This made the text in basically every game unreadable, which was a huge problem. Non-text graphics also suffer a lot when downsized statically:



I can barely tell that the figure on the right is Red/Ash, and I absolutely can't read any of the version text.

If you want a somewhat clearer image, the only option is to zoom in with the + key (you can also zoom out with the - key), although you will of course be cutting of parts of the screen in doing so. Zoom levels under 100% will still have the "flickering" effect, but should be less pronounced at higher zoom levels. You can zoom all the way into 100% for the original, crisp graphics, but your viewing area will be severely limited if you do so. You can also enable grayscale by pressing Graph/F5, but be warned that it doesn't look too great when zoomed out; I'd just recommend sticking to the black and white mode, then. For more zoom/graphics controls, refer to the readme.

If this wasn't the shaking you were talking about... well then I'm not sure what to tell you, and I wasted a lot of time making this post. x.x

282
Axe / Re: Axe Parser List issues
« on: July 01, 2014, 01:29:48 pm »
Read the Commands.html. Lists don't exist in Axe.

I'd actually recommend reading the Documentation.pdf file instead. The command list is full of great information if you know generally how the language works, but basic concepts like how to store and retrieve data are best learned from the base documentation.

But after you've read the Documentation.pdf file, skimming through the Commands.html file is definitely still a good idea.

283
General Calculator Help / Re: [SOLVED] TI-83+SE Will not turn on.
« on: June 26, 2014, 10:19:38 am »
To make it easier for people that come here later, please add [SOLVED] to the topic title and edit your OP. ;)

Since I happened to be around, I have done this. But yes, this is good advice that we should probably all do for own topics when we can remember to.

284
TI Z80 / Re: [Game] SplitIt
« on: June 24, 2014, 09:06:29 am »
For smooth scrolling the blocks, it looks like there are six possible positions for the blocks. What i would do is have 6 bytes in saferam that can be set to on ($FF or %11111111 in binary) or off ($00). Then, when you scroll the screen left, first shift that byte so that it gets put into the carry then shift the rest of the screen. Repeat until you've scrolled the first 8 rows, then increase to the next byte in saferam and so on until you've scrolled the whole screen. I'm not sure if Axe has bit rotation commands (i don't know how you'd scroll the screen otherwise, though). This way is probably much simpler than drawing a sprite every 8 frames and faster.

Axe has the Horizontal - command, which scrolls the buffer contents one pixel to the left, shifting in white pixels. That's probably the most common way to make an automatic side-scroller in Axe: combining that with drawing the 1 column of pixels that got shifted in.

285
Axe / Re: Axe Parser Picture Issues
« on: June 22, 2014, 04:43:52 pm »
Yeah, it's the same. I just like to know exactly where and how many bytes I am copying so I always give the three arguments ;)

I like this syntax more as well. The copy command can copy any kind of data and doesn't seem like it has much business performing buffer-specific logic. The one-argument version is exactly the same as the much more appropriately named and categorized RecallPic, and the two-argument version could just be a two-argument RecallPic or StorePic. For those reasons, I've actually had ideas of simply removing them.

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