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Messages - Vogtinator

Pages: 1 ... 41 42 [43] 44 45 ... 83
631
Introduce Yourself! / Re: Where do I begin? ti-nspire cx cas
« on: January 07, 2014, 02:20:03 am »
You're lucky you got one of those calcs able to "dual-boot" using nLaunch(y).
Install that and ndless(_resources.tns), and your calc is fully yours again ;)

632
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: January 06, 2014, 12:51:00 pm »

633
Calculator C / Re: [Ndless] Interrupts newbie here
« on: January 06, 2014, 08:34:52 am »
ACK=acknowledge
IC=Interrupt controller

634
Calculator C / Re: [Ndless] Interrupts newbie here
« on: January 06, 2014, 06:51:27 am »
Only difference is that you'll have to ACK interrupts to the IC on the older calcs.

635
Calculator C / Re: [Ndless] Interrupts newbie here
« on: January 06, 2014, 06:23:34 am »
It's for the CX, you'll have to find out how to do it on the older calcs yourself, it's not really that hard.
The things you'll have to do won't change, just what you have to write to which address.
Quote
I guess 0x38 is a pointer called on interruption, but where the hell did you get that value from >_< the rest really I have no clue on.
Enter debug mode in nspire_emu and "u 0".

636
Humour and Jokes / Re: Apparently, 2014 started Monday
« on: January 05, 2014, 08:00:16 pm »
Seems I'm even more too late, but who cares:
std::cout << "Frohes neues Jahr!" << std::endl;

637
Calculator C / Re: [Ndless] Interrupts newbie here
« on: January 05, 2014, 05:06:20 pm »
1. Disable all IRQs: VIC_REG(0x14) = ~0
2. Enable the IRQ you want: VIC_REG(0x10) = 1 << IRQ (2nd timer is 19)
3. Install your irq handler:
Code: [Select]
volatile int timing = 0;
static void __attribute__((interrupt("IRQ"))) irq_handler()
{ timing++; TIMER_REG(0xc)=1;}
*0x38 = (uint32_t)irq_handler;
4. Configure the timer
5. Reset bit 0x80 in the cpsr:
Code: [Select]
    __asm__ volatile("mrs r0, cpsr;"
                    "bic r0, r0, #0x80;"
                    "msr cpsr_c, r0;" ::: "r0");
6. Make some coffee, after the coffee is finished, you'll have
7. Profit!

You'll have to find out VIC_REG, TIMER_REG, step 4 and why I'm writing to 0x38 yourself :P

638
Calculator C / Re: [Ndless] Interrupts newbie here
« on: January 05, 2014, 01:53:33 pm »
You need to set some VIC registers at 0xDC000000 to activate only the interrupt you want,
write the address of a function with __attribute__((interrupt("IRQ"))) (IIRC) to one of ARM's exception vectors.
0x38 should be the one for IRQs and then you have to reset bit 0x80 in the CPSR and hopefully it doesn't crash :P

639
TI-Nspire / Re: Calling all Linux Kernel developers!
« on: January 05, 2014, 10:37:22 am »
Do USB keyboards work?

640
Introduce Yourself! / Re: Hai! Nice to meet everyone!
« on: January 05, 2014, 10:00:19 am »
Mountpoint for the internal filesystem? If you can find it, tell us!
Jokes aside, there isn't even a filesystem driver (datalight reliance) and block device driver (datalight FlashFX) yet :(

641
Introduce Yourself! / Re: Hai! Nice to meet everyone!
« on: January 04, 2014, 07:03:04 pm »
Tcc could be fast enough. Combined with nTxt it could be possible, but probably no bflt without hacking tccs source.

642
Introduce Yourself! / Re: Hai! Nice to meet everyone!
« on: January 04, 2014, 06:32:17 pm »
Asm would be possible, but C would mean compiling..
I tried that using linux and it needed more than 2 minutes IIRC for printf("Hello World!\n"); :/

Edit: Forgot the peanuts, welcome!

643
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: January 04, 2014, 06:28:49 pm »
Quote
Do you think this engine would be powerful enough for a Minecraft game?  Chockosta made one in Lua with no textures but it ran at 10 FPS at 230 MHz, even if it only rendered stuff within a three tiles radius.
"crafti" runs at > 20 fps with textures and ~50 without, so it should be possible to play with.
I'm currently working on a game using nGL, but it's not ready yet.
However, I could also imagine some kind of "Portal" game with real portals (move camera to other portal, render into buffer, bind buffer to texture, render portal with texture) which would certainly run fast enough if the level geometry isn't too complex.
Chockosta didn't code ncraft in lua (That would be a PITA, really) he did in in C, but with floats. It would run much faster if he would use fixed-point math like nGL does. Also, nCraft is more optimized to render blocks (culling etc.) so it could turn out even slightly faster than nGL now.

644
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: December 31, 2013, 09:15:53 am »
That would get really confusing, especially the controls :/

645
But you know the position of the four vertices that make a segment?
These are the edges of your clipping rectangle.

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