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TI Z80 / Re: Glib : a 3D graphics axe library
« on: October 01, 2014, 03:51:48 pm »
actually, with all the optimizations I done, it is even faster tahn the "normal" texture routine .... and it still pure axe
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TI Z80 / Re: Glib : a 3D graphics axe library« on: October 01, 2014, 03:51:48 pm »
actually, with all the optimizations I done, it is even faster tahn the "normal" texture routine .... and it still pure axe
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TI Z80 / Re: Glib : a 3D graphics axe library« on: September 26, 2014, 11:10:28 am »
well if gif is broken, you can see it there : http://i.imgur.com/HxskaVA.gif
Strange that the gif appears odly, since it look fine on my computer. Actually I don't think per pixel light calculation are possible on a calculator, sooo it is indeed high res texture with dithered pattern (I even added magnification, but it run so slowwwwww) - Does it start with an A? I think I know what it is shhhhhh it is a secret also, billboard are planned, even if I don't think I will ever succed to code them >< EDIT : attached the gif 18
TI Z80 / Re: Glib : a 3D graphics axe library« on: September 26, 2014, 09:29:21 am »
Sooooooo it is quite a long time that I've haven't post anything,but don't worry I am not leaving calc community ; it is just that I've been really busy this last few week (and it will be all the year like this )
However, I still work on this project as you might see on the next screen : yay ! something big is also coming, but I won't tell you more 19
Axe / Re: Axe Little contest !« on: July 10, 2014, 06:28:04 am »
Actually, I think that the speed and the size come from the algorithm I use, cause I am no very good for size optimizing
I tried more optimization yesterday, but none of them work, so yeah, I think I am stuck at 248 bytes... 20
The Axe Parser Project / Re: Bug Reports« on: July 10, 2014, 04:43:10 am »
It seems that doing a Z-adress shift (ZInterval) immediatly followed by a Dispgraph command screw up the screen on some slow driver calc. I know there isn't really any fix possible in assembly code (apart putting more delay, but that is bad ) , and the code flow fix is easy : do not put this two command together and do some stuff between them, but I think it is good to know.
I track down this bug for almost two hour >< 21
Axe / Re: Axe Little contest !« on: July 08, 2014, 08:42:42 am »
Soooooo... I finally found other morar optimization.
I am at the ridiculous size of 253 bytes and without unclean code Screen : I have no doubt that Runer will beat this though >< EDIT : I am now at 248 bytes :p 22
Axe / Re: Axe Little contest !« on: July 08, 2014, 03:36:11 am »
So I optimized the whole thing further and I am at 262 bytes. It is like so fast that to test the correctness of the display I have to pause it
However, I don't think I go any further this time, I mean the Dispgraph command is almsot 30% of is weight >< 23
Axe / Re: Axe Little contest !« on: July 07, 2014, 07:21:22 am »
I am at 344 bytes with my try, without having it really optimized
I named the program TE and compiled in noshell. No screen, cause it is always the same >< (and I am lazy) EDIT : I am at 287 bytes if I made no mistake >< EDIT2 : got it down to a 278 bytes crazy fast program. I hope there is no hidden bug like last time 24
Axe / Re: Axe Q&A« on: July 02, 2014, 11:36:23 am »
Does any axe command make use of the asm_flag at iy+33 ? I was wondering that, cause I want to use a flag field in an axiom, and it is the simpler way to do so.
EDIT : Streetwalrus answered to my question EDIT by Runer112: To clarify, the answer was no. 25
TI Z80 / Re: Another 2048« on: June 19, 2014, 01:05:48 pm »
wish granted :p
EDIT : it is pretty good btw, but for an obscure reason, wabbit emulating in ti83+ would crash when I try the game >_> 26
ASM / Re: Multiplication using LUT« on: June 12, 2014, 10:07:55 am »
Only for a = -64, but otherwise, result given are wrong.
(exemple, de=1, a=-1, result = 65471) EDIT : result are correct if it's DE which is negative, (DE=-1, A=1 , return 65535). 27
ASM / Re: Multiplication using LUT« on: June 12, 2014, 10:04:25 am »
no change, it still give 32767 as result
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ASM / Re: Multiplication using LUT« on: June 12, 2014, 02:54:01 am »
So ... it does seems to work for DE>=0 and A>=0 , but always return 32767 if one of these are negative. So there definitly a problem with negative handleling.
btw thanks for your help 29
ASM / Re: Multiplication using LUT« on: June 11, 2014, 09:09:12 am »
Well, A is always in [-64,64], with no particular value (altought an optimization for a=-64, a=0 , a=64 should be great, since it's remarquable cos/sin value).
DE is most likely in [-128,128], but something extend to [-256,256], and something (much rarer) in [-512,512] 30
ASM / Multiplication using LUT« on: June 11, 2014, 05:41:21 am »
So ... I trying to get the maximum speed of the multiplication, since for each vertex (3d), 8 multiplications is performed (yeah, 64 multiplication for one cube).
I currently have a unrolled multiplication (from Xeda), sightly modified : Code: [Select] ld hl,0 I was wondering if using LUT would not be faster. Of course LUT must fit the calculator memory :p I know two method : antilog/log the x²/4 method. The problem is I need a 9bit*8bit signed, (DE*A), with A between [-64,64] and DE between [-512,512] (result in HL) I try to extend this routine , but I haven't succed : Code: [Select] MulAE: So if someone can help me .... |
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