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Messages - Xeda112358
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1681
« on: June 06, 2012, 08:03:58 pm »
Hehe, I still plan to get back to work on this some day. I want to rewrite it to add more commands and add in some more optimisations. I still plan to add in arbitrary precision math commands, too. I have written a multiplication routine that is only limited by the amount of RAM you have. I made it multiply two 100-digit numbers
1682
« on: May 22, 2012, 04:07:57 pm »
For the curious, here is what grayscale now looks like (it is not quite what it looks like on an actual calc, though >.> 6MHz: 15MHz:
1683
« on: May 22, 2012, 02:15:53 pm »
 Cool, Yeong! I cannot wait to see what you manage
1684
« on: May 22, 2012, 02:12:31 pm »
pointers can be numbers between 0 and 65535. So, it would mean that we can store 65536 bytes of data in a 83+ Ram...
But I thought 83+ calc only have 32 Ko of RAM... where are the 33 other Kos ?
There are 65536 bytes of memory, but the first 32768 are Flash pages and the last 32768 are RAM  @Yeong: I cannot see the problem off the bat, yet. I will see if I can figure it out.
1685
« on: May 22, 2012, 12:08:13 pm »
Unfortunately, I do not have the downward flames available, but I hope this update is as awesome as I think it is  Things I have added or fixed in Grammer 2: - Fixed the RecallPic token to work with archived pictures. I have also documented the extra arguments for RecallPic and StoPic. As a warning, RecallPic will destroy the data at 86ECh (saveSScreen).
- pxl-Test(' has been removed and it has been replaced by a new rectangle option. This works faster and better as it piggybacks off the updated clipping for rectangles.
- Rectangle clipping is in all directions and allows for some negative coordinates.
- The line drawing routine now supports some minor clipping off the bottom and right of the screen. It is now slower drawing about 500 lines per second as opposed to 625.
- solve(5 lets you write to a port and solve(6 reads from the port. This requires some more advanced knowledge of the ports, but if you know what you are doing, you can do things like use the link port for linking. Honestly, though, this is still proving difficult for me. I have managed to send a two byte value over the IO port.
- IMPORTANT: Grayscale has changed and some backwards compatability is broken. It now works automatically in 4-level grayscale. There are 12 modes, two of which are the same (3-level gray), so I hope it satisfies folks! By default, it uses 50-50 mode, so it takes 50% color from each buffer. Pixels need to be ON in both buffers for it to appear black. Before, as long as it was on in just the black buffer (now the primary buffer), it would appear on.
- Input now works very well. Only keys that map to a token will return a token (for example, ON does not register as a token and the arrows don't). [Del] and [Clear] will work as a backspace and it will delete the whole token, not just a space. It also allows you to use a short string as an argument. This string will be used to close the input. For example, ")" will make your input close with a ")" at the end. Finally, your input will be highlighted as you input. Some example code:
- L (the list L), can be used to execute a specific line of code. I was thinking of making a programming language based on this command, actually.
.0:Return ClrDraw Text(°"(x,y)=( ;ClrDraw sets the cursor to (0,0), so I can use ° expr(Input ",)→X ;I get the next input here. The string is ,) Text(,+1 ;This increments the X coordinate. expr(Input ")→Y ;This gets the Y value. Pxl-On(Y,X ;Or whatever you want to do with the coordinates. DispGraph Stop
- There is now a mode for displaying signed numbers when using Text(
- The rectangle routine is now slightly faster, drawing about 1.75 more rectangles per second.
- Made the number conversion routine (for storing to OS real vars) smaller and faster. It now takes at most 666 cycles instead of 750.
1686
« on: May 04, 2012, 06:41:14 pm »
Hehe, I think in a few hours I will release another version of Grammer. I will include a program that will let you call the Grammer interpreter in a BASIC program and execute Grammer code+BASIC in one program >.> That means you could make a single program using xLIB/CelticIII/DCS+BASIC+Grammer
1687
« on: May 04, 2012, 06:14:17 pm »
Hmm, maybe Graxembly... Though I am partial to Grammer, personally >.> * Xeda112358 runs But in all seriousness, if you want to learn assembly, go for it  If you want to take an intermediate step, though, I think Grammer or Axe will be a really good choice. They do give you a good introduction to some key concepts in assembly  I won't be around after tomorrow morning for a while (no internet), but there are some pretty knowledgeable Grammer coders around and tons of Axe and Assembly coders
1688
« on: May 04, 2012, 09:19:39 am »
The tutorial is really good o.o There are a few more fixes, but the tutorial is really good o.o You want:
B = Matrice
For this: :If A=3 ou C=2
Do you want A=3: ou C=2 ?
Aussi, pour 8 niveaux de gris, il faut 3 ou 4 buffers. Si j'ajoute 4 niveaux de gris, il me faut utiliser 2 buffers, aussi.
WriteB( pointeur , contenu-8-bits
1689
« on: May 03, 2012, 10:57:18 pm »
But the directrix is constant for parabolas, so you are saying as long as the slope is non-constant?
1690
« on: May 03, 2012, 10:52:44 pm »
Hmm, I might be able to do that
1691
« on: May 03, 2012, 08:43:15 pm »
Hmm, wait, so I need to clarify.
Do all the parabolas have the same directrix? When you say "assume that the three foci do NOT all lie on a single line parallel to the directrix," are you just saying make sure all the foci don't lie on the same line?
1692
« on: May 03, 2012, 07:42:20 pm »
With the SDK, there are two PDFs that you can read. The sysroutines one has just documentation of a large number of bcalls (a few hundred pages) and the other is pretty informational about how to do certain tasks like creating variables)  The appAutoScroll is a flag that the OS uses to figure out if it should scroll or not. IY is an index register that points to the flags. As Runer pointed out, the actual routine (if you aren't using names, just numbers) is: res 2,(iy+13)This means it resets bit 2 of the byte at (iy+13), so 13 bytes after the first byte of the flags.
1693
« on: May 03, 2012, 05:24:18 pm »
Cool, welcome  Have some peanuts!
1694
« on: May 03, 2012, 05:21:15 pm »
Ah, this is a case where you want the official SDK. There are a few ways to draw a cursor. You probably want _PutMap which draws a single char  You could also do res appAutoScroll,(iy+appFlags) You will want to set that flag before exiting, though. EDIT: Double ninja'd
1695
« on: May 03, 2012, 04:53:53 pm »
Oh, I made some arguments optional. For example, Circle(Y,X,R[,T. It automatically uses option 1, now. For the sprites, you don't need height and width if it is a regular 8x8 sprite.
However, if you need to add other arguments (like a buffer), you will need to have all the arguments before it.
EDIT: Also, I just realised that I will have to make one more update because I broke the feature to run Assembly programs.
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