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Messages - Xeda112358

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1021
Other Calc-Related Projects and Ideas / Re: Compressing maps
« on: March 27, 2013, 01:35:50 pm »
Another method that you might be interested in works like this:
Say you have 10 different tiles and numbers are stored with 14 digits of precision. You can then store each map layer with the nth digit in the number. To access the map in TI-BASIC code:
Code: [Select]
10fPart(10^-N[A]
If you aren't familiar with TI-BASIC, fPart( simply grabs the decimal part of a number (leaving off the integer part). If the language you are using doesn't have that, there is probably some equivalent to a floor() function (round down to the nearest integer) and you would essentially do #-floor(#).

If you have M different tiles, you can theoretically store up to floor(14/log(M)) different maps in a single matrix element, this way. However, I would go with 1 less than that to avoid precision problems. Your code for extracting a given matrix would be to replace the 10 in the above code with M.

I hope to see more ideas :D Encoding data with primes and properties of numbers can have some pretty interesting effects.

1022
TI Z80 / Re: ASMDREAM - the TI-8X+ on-calc assembler
« on: March 27, 2013, 07:25:13 am »
Are you hoping to have some kind of built in editor or something? Also, thanks for the update!

1023
TI Z80 / Re: Streetwalker's RPG engine
« on: March 25, 2013, 06:13:12 am »
That looks great o.o Is that 6MHz or 15MHz?

1024
ASM / Re: Sending Commands Over Link Cable
« on: March 24, 2013, 08:07:25 pm »
This might be what you were looking for. It took a while to remember where I had seen that info before, but I remember thinking it sounded rather snazzy.

1025
Axe / Re: Drawing from 2-byte positions
« on: March 24, 2013, 08:43:28 am »
Hmm, might I ask why you need 16-bit coordinates? And will they be signed or unsigned? If they are unsigned, you will not be able to use the negative coordinates Runer112 mentioned.

1026
TI Z80 / Re: Jade
« on: March 23, 2013, 02:03:38 pm »
Hmm, thanks for the update. I am starting to get swamped with projects, homework and studying, so I don't know how soon it will be before I get something working with this.

1027
ASM / Re: [z80] Writing to flash
« on: March 23, 2013, 01:20:14 pm »
You can definitely put a size word O.o And if you put in a size word, you just jump over all of the data, so you don't need to worry about a program having an FF since you jump over it. The bytes might look like:
FE0900EF004048656C6C6FC9 FE040001020304 FFFFFFFF...

When you read the first byte, it is FE, so the next two bytes are 0900 (the size bytes for 9 bytes), so you skip the next 9 bytes and now the pointer is at FE, the next size bytes tell it to skip 4 bytes, and now you are pointing to an FF byte that you can overwrite.

Reading flash is just like reading RAM.

1028
ASM / Re: [z80] Writing to flash
« on: March 23, 2013, 10:22:00 am »
The OS stores a byte (FE, maybe?) at the start of the file data. When it is marked for deletion, reset bit 1 to make it FC. Follow that by the size of the data so that you can figure out where the next variable is. Once you reach an FF byte, that is free to start writing data to. You have to be careful about how you handle crossing sectors. The OS usually does not let variable be split across sectors, but being split across flash pages is fine.

1029
ASM / Re: [z80] Writing to flash
« on: March 23, 2013, 10:15:06 am »
Only if you want to overwrite it. If you have erased the sector (a chunk of 4 flash pages), you can write to all of the bytes. That is why the OS needs to garbage collect. When you unarchive to edit, then rearchive, it gets written back to a different place instead of overwriting the whole sector just to replace the data.

1030
Introduce Yourself! / Re: Biomech has arrive!
« on: March 23, 2013, 09:38:49 am »
Howdy, biomech! I have no clue how to answer your questions, but hopefully somebody will come along. For now, though, welcome to Omnimaga and enjoy some
!peanuts

1031
ASM / Re: [z80] Writing to flash
« on: March 23, 2013, 09:30:23 am »
In case anybody missed it, Matrefeytontias is working on building an OS, so he won't have some tools (but it should be easier). I think this page might be useful.

1032
Other Calculators / Re: TI-Concours - last days to subscribe !
« on: March 22, 2013, 01:33:14 pm »
Good luck anyway ;)
Yesterday I finished to look at the 18 Mastermind programs that we got. The best score is 97, the worst score is 35, the average score is 77.5, and the median score (do we say like that ?) is 82. But anyway, this doesn't include Neo's scores (he hasn't finished yet) and also some will lose several points because they were late.
I hope I got a 36, then >.> Also, yes, it is 'median' in English :)

1033
TI Z80 / Re: Jade
« on: March 21, 2013, 04:21:40 pm »
Thanks, I will see what I can do! I will also try to see if there is a way to make it return to an app, too. If it doesn't return because of bcall(_JForceCmdNoChar), then that would be an issue for programs because it would eat a little RAM. For an app, I can just temporarily create a GetKey hook to automatically re-enter the app.

EDIT: One solution might be to make it so that your app starts with:
Code: [Select]
     jp Start     ;go to the normal start of the app
     jp Compile    ;jump to the compiling code
If your compiling code is a subroutine that ends with an RET, then people can simply use 'call 4083h' to compile a program.

1034
TI Z80 / Re: Jade
« on: March 19, 2013, 01:20:22 pm »
Thanks, that is awesome! Will it then check if IY is 89F0h and if it isn't, it sets it back to 89F0h and jumps to the automatic compiling routine?

1035
TI Z80 / Re: Pokemon Topaze (Axe)
« on: March 19, 2013, 08:35:29 am »
For example, say this is a 4x4 section of your tilemap:
Code: [Select]
1  1  1  1
1  0  0  0
1  0  2  0
1  0  0  0
The numbers are your tile numbers, but they don't immediately point to tiles. Instead, they point to 4 bytes of data. The first byte tells you things like if you can walk on the tile or not, fro example, and the last two bytes tell where the tile data actually is. This way, if Tile 0 and Tile 2 use the same tile, but you can walk on tile 0 and not tile 2 (maybe something hidden in the path), you can use the same sprite twice instead of creating a new one. This is also a useful technique for animated tilemaps >.>
* Xeda112358 runs

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