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Messages - Vogtinator
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631
« 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
« on: January 06, 2014, 12:51:00 pm »
633
« on: January 06, 2014, 08:34:52 am »
ACK=acknowledge IC=Interrupt controller
634
« 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
« 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. 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
« 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
« 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: 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: __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
638
« 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
639
« on: January 05, 2014, 10:37:22 am »
Do USB keyboards work?
640
« 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
« 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
« 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
« on: January 04, 2014, 06:28:49 pm »
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
« on: December 31, 2013, 09:15:53 am »
That would get really confusing, especially the controls
645
« on: December 29, 2013, 08:43:16 pm »
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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