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Messages - Sorunome

Pages: 1 2 [3] 4 5 ... 591
31
The Axe Parser Project / Re: External axe compiler?
« on: January 28, 2017, 04:05:36 am »
Which OS are you using? I experianced such issues with 2.53MP

32
General Calculator Help / Re: Ti84+SE misbehaving
« on: January 26, 2017, 03:52:38 pm »
[...]
As for other settings being lost, could you check to make sure the backup battery still has power? It might not which would be why you could lose settings on a battery pull.
[...]
From the name i guess LCD fix would send commands to the lcd driver which isn't powered by the backup battery

33
TI-Nspire / Re: nspire-z80: open source ti-84 emulator for the nspire cx
« on: January 26, 2017, 07:53:14 am »
This sounds quite awesome!

Are you planning on adding some neat stuff like grayscale detection and then using actual gray and thelike?

EDIT: woops i though this topic was new nevermund my post, lol

34
General Calculator Help / Re: Ti84+SE misbehaving
« on: January 25, 2017, 08:14:11 am »
Is there any reproducable ways for you to trigger these glitches?

35
General Calculator Help / Re: Ti84+SE misbehaving
« on: January 24, 2017, 11:53:41 am »
What kind of shells and thelike are you using?

16.59MHz is still within the OK range

36
The Axe Parser Project / Re: Need Help With Collision
« on: January 17, 2017, 09:46:31 am »
The idea is to calculate the new positions and if those new positions are inside of a wall or something just revert to the old ones.

I only showed in the code how to do that for moving forward, however, i currently assume that X/Y were tile coordinates, else you'll have to adapt "{B*20+A+GDB1}->T" to translate the pixel coordinates to tile coordinates.

37
General Calculator Help / Re: A few calculator questions
« on: January 17, 2017, 09:44:35 am »
Sounds like you may have gotten your OS corrupted somehow, did you already try to re-send the OS?

38
The Axe Parser Project / Re: Need Help With Collision
« on: January 16, 2017, 06:33:36 pm »
So in drawing you have
Code: [Select]
{B*20+A+GDB1}->T
I guess that is to fetch the tile ID and if it is non-zero then it is a wall, so that only blank stuff is walkable?

The basic idea is to do those checks before moving, so maybe something like this: (Assuming A and B are free)
Code: [Select]
If getKey(4)              (Move forward)
-sin(Z)//(264/S)+X->A
-cos(Z)//(264/S)+Y->B
{B*20+A+GDB1}->T
If T
A->X
B->Y
End
End
The other movements would have to be adapted in the same way

39
The Axe Parser Project / Re: Need Help With Collision
« on: January 16, 2017, 05:58:27 pm »
Mind adding the important parts in [code]-tags?

40
General Calculator Help / Re: A few calculator questions
« on: January 16, 2017, 12:15:29 pm »
IIRC to be able to overclock an 83+SE/84+/SE you'll need to add a resister to some pin on the CPU. After that, as @Eeems pointed out, a lot of things might be unstable if you actually overclocked the CPU.

The z80 itself is designed to run at up to 24MHz, which you'll be able to do with overclocking, however, the OS itself will always slow down the clock speed all over the place, so you'd only have a performance boost in dedicated ASM programs which take use of it.

A very important thing where NOT to overclock is when writing to flash, as the flash controler is too slow to handle the overclocked calc. This may be the reason why TI limited the clock speed to 15MHz

41
Art / Re: Calcs can make art on their own...
« on: January 14, 2017, 07:13:23 pm »
Do you have a screenshot of this?

42
TI Z80 / Re: Sorcery of Uvutu (Released!)
« on: January 14, 2017, 07:09:55 pm »
This is awesome to hear, you have been working on it for such a long time, it's awesome that it's finally done! ^.^

Unfortunatly I can't try it out, though, as I don't have a color calc >.<

43
News / Re: Reuben Quest: Lost Between Times
« on: January 14, 2017, 06:07:34 am »
Great game,  but has some bugs in the save/continue system. Maybe an update?
Would you mind describing it more? Which calculator model do you use?
Quote
Also,  does this game use the 6mhz or 15mhz mode?
If your calc supports 15mhz it uses that, else 6mhz

44
Introduce Yourself! / Re: Heya, Omnimaga
« on: January 13, 2017, 01:14:43 pm »
I don't know which miss-doings you are talking about.....so welcome to omnimaga!

!peanuts

45
Code: [Select]
LoadNewTextinca:
 push de
 inc a

LoadNewText:
; erstmal tun wir den index von a in hl und multiplizieren ihn dann mit zwei, da ein pointer zwei byte groß ist

 ld h,0
 ld l,a

 push af
 
 add hl,hl

; jetzt addieren wir den texte offset hinzu
 ld de,Texte
 add hl,de

; nun ist in hl ein pointer zum pointer vom text, also tun wir ihn in de und dann in hl per 'ex de,hl'
 ld e,(hl)
 inc hl
 ld d,(hl)
 ex de,hl

 pop de

 call Drawsmalltext
 pop af

 pop de
 cp a,e
 jr nz,LoadNewTextinca

 ret

Wenn du "LoadNewText" direkt aufrufst dann passiert nie "push de", und somit hat dann dein program unerwartete effekte, da du dann im ersten "pop de" anstelle davon de wiederherzustellen die addresse von LoadNewText lädst. Und die reinfolge in der du af und de speicherst / wiederherstellst ist auch wichtig
Du könntest sowas ausprobieren (untested):
Code: [Select]
LoadNewText:
 push de
 push af
 push de
; erstmal tun wir den index von a in hl und multiplizieren ihn dann mit zwei, da ein pointer zwei byte groß ist

 ld h,0
 ld l,a
 add hl,hl

; jetzt addieren wir den texte offset hinzu
 ld de,Texte
 add hl,de

; nun ist in hl ein pointer zum pointer vom text, also tun wir ihn in de und dann in hl per 'ex de,hl'
 ld e,(hl)
 inc hl
 ld d,(hl)
 ex de,hl

 pop de

 call Drawsmalltext
 pop af

 pop de
 cp a,e
 ret z
LoadNewTextinca:
 inc a
 jr LoadNewText
EDIT: hab code beispiel repariert, ich hatte übersehen dass deine push/pop's nicht gematched sind

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