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TI 68K / Re: Pokemon TI-89
« on: January 25, 2012, 12:12:56 pm »* Xeda112358 is playing and it is nice
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 2431
TI 68K / Re: Pokemon TI-89« on: January 25, 2012, 12:12:56 pm »* Xeda112358 is playing and it is nice
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Axe / Re: 4-byte integer« on: January 25, 2012, 11:14:09 am »
Is an approximation okay? I have some algorithms that could work for you and I am working on some more A very small and easy algorithm looks like this:
(This is not Axe code, but it will work very nicely for 32-bit integers) Code: [Select] 65535→B ;just the initial condition. Feel free to experiment, this can be anything. (try 32767?) It will need at most 16 iterations for a 32-bit number (fewer iterations for larger numbers) for a 32-bit number. There are, however, faster methods, but I don't know how to do it in Axe Again, I could write some assembly code, possibly or a mix of Assembly and Axe.EDIT: Fixed my code, I accidentally forgot to remove some scratch work 2433
TI 68K / Re: Pokemon TI-89« on: January 25, 2012, 10:59:21 am »
Okay Also, I cannot draw sprites well However, there are people here who are very good and who have made Pokémon sprites before
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TI 68K / Re: Pokemon TI-89« on: January 25, 2012, 10:39:08 am »
Awww, the names sound so cuutte! Also, I cannot wait to try it! I cannot draw sprites well, but what size should they be?
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Site Feedback and Questions / Re: Grammer language board« on: January 25, 2012, 07:47:20 am »
I think you and Yeong will be good translators for folks used to Axe
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ASM / Re: Multiplication!« on: January 25, 2012, 07:42:22 am »
As a note that I am sure everybody realises (but I will still go into some detail), the shifting left occurs because in binary that is multiplying by 2 (you can also add it to itself) and this is because it is base 2. When you do that, you are just adding a zero to the end of the number. In the more familiar base of base 10 (or any base above 2), you have to worry about intermediate carry stuff, but it is pretty much the same. If I wanted to do 367*183, it would look like this
183 shift left is 83 with 1 as the digit to use 1*367=367, this is what we add to the accumulator Shift the 83 left and we have 3 (well, 300), and 8 is the digit to check Shift the accumulator left to multiply by 10 8*367=2936, this we add to the accumulator Acc=6606 Acc shifted left to multiply by 10 shift left to get the 3 3*367=1101, add this to the accumulator Acc=67161 Check it and it works Pretty much, you are doing multiplication "the normal way", but backwards (last digit first). If you notice, the first result was multiplied by a total of 100 which fits (we did 1*367 for 100*367). 2437
ASM / Re: Multiplication!« on: January 24, 2012, 09:59:43 pm »
Jacobly has the best idea that I have seen and it is how I think of it. It really is pretty much like how you learned to multiply in school, but multiplying by one or zero is super easy
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Site Feedback and Questions / Re: Grammer language board« on: January 24, 2012, 09:52:18 pm »
Hmm, well Grammer has some functions not found in Axe for things like graphics and math (like tilemapping, particle stuff), but on the otherhand, Axe I am pretty sure lets you do grayscale easier and gives you the power of interrupts (Grammer does somewhat). Axe is a bit faster at most things, but Grammer code is usually much smaller. Since Axe compiles the program to assembly, it can be easily used on other calcs and does not rely on the version. Since Grammer is interpreted, you need to have it on your calc and if a game was made with the newest features, you may need users to update their version of Grammer to the newest.
So there are definitely reasons for both I don't know Axe well, but I think TBO_Yeong and Sorunome know both languages 2439
Axe / Re: 4-byte integer« on: January 24, 2012, 05:10:01 pm »
Also, Jacobly has found my code not to work (and I had syntax issues, too)
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Axe / Re: 4-byte integer« on: January 24, 2012, 04:07:15 pm »
EDIT2: This code does not work yet
Okay I have not tested this code, but it might work for 32/16: Code: [Select] A/C→D It does AB/C and returns the division in D and the mod in E(well, it is supposed to) EDIT: Made it faster/smaller 2441
News / Re: Cemetech contest ends tonight. Hurry!« on: January 24, 2012, 03:48:54 pm »
Awesome! I cannot wait! And will this then mean that twelve new programs will be up for download in a little bit?
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Axe / Re: 4-byte integer« on: January 24, 2012, 03:35:37 pm »
o.o Okay, I see why you need this, now. Are you saying you want to factor a number (I am an almost mathematician, so I understand your words). You mean like 78 is 2*3*13?
I can see what I can do... I know I could do the math parts in assembly, but it may take a while 2443
Axe / Re: 4-byte integer« on: January 24, 2012, 03:10:38 pm »
Hmm, what inputs and outputs do you need? There are lots of folks around that are better than I (I don't know Axe very well)
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Axe / Re: 4-byte integer« on: January 24, 2012, 02:48:45 pm »
There were no mistakes that I could see actually
As for your question, I do not believe Axe normally supports 4-byte (32-bit/octet) values I might have a hex opcode for 32 bit/16 bit and the same for modulo, though 2445
Introduce Yourself! / Re: Greetings from France !« on: January 24, 2012, 02:22:38 pm »
Hello It is nice to meet you I also have a TI-89t and I have been trying to learn C as well.
Salut/bonjour/<<autre salutation>> Désolé pour ma grammaire, je ne parle pas français (bien). J'ai un TI-89t et je voudrais apprendre C, aussi o.o Je peux vous demander mes questions, oui?! |
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