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Messages - Xeda112358

Pages: 1 ... 185 186 [187] 188 189 ... 317
2791
News / Re: Tales of the Lost Post Ratings
« on: November 27, 2011, 08:04:56 pm »
I got a downrate on my very first Grammer post :/ I did not find negative comments nor did I think my post had anything negative in it :( Oh well, I can't really complain I guess, but I do wish if somebody had an issue with it, they could have told me :/

@DJ_O: Every user plus a thousand bots all got together to downrate it >:D

2792
Grammer / Re: Grammer 2-The APP
« on: November 27, 2011, 05:19:07 pm »
Okay folks, as promised (on IRC I believe), I got very little done during my 5 day break. However, what I did manage was to add in a signed division routine that is the same exact speed as the regular division routine for positive values (up to 50 to 71 cycles slower depending on if 1 or both are negative). So for that, I need to figure out what modifier I should add to signify signed versus unsigned division. For now, I am using / (there is a space after the division sign).

The other thing I remember adding was something that I got the drive to do from my best friend from back home-- custom font size. Right now I am making a font and a font editor, but it does work. characters can only be up to 8 pixels wide and 32 pixels tall. The display routine right now wraps the letters the same as before, but they can be drawn to pixel coordinates (and the font can all be varying size).

Also, because I added this command, I made the Output( token grant you the power of using custom fonts :)
Now I need to add font documentation somewhere and create a font editor >.>

Here is a screenie of the text (I only have the numbers and the letters A~J finished) and you can see it is a little slower than the fixed sized font:

2793
General Calculator Help / Re: # and ! programs?
« on: November 27, 2011, 03:37:26 pm »
I actually had to manipulate that flag a bit to make this Axe routine to run BASIC programs. When you toggle this flag, it will allow you to run program commands from the homescreen, but you can only use in programs whatever you could normally use on the homescreen. So for example, Output( would not work in a program!

Crazy stuff...

Neat idea, though: This means to run prgm# properly, you would need to toggle that flag and then toggle back when finished O.O

2794
TI Z80 / Re: Fullrene
« on: November 22, 2011, 05:29:01 pm »
Code: [Select]
BJump:
 ld   hl,50h
 push hl
 ret
I think that can be shortened to:
Code: [Select]
BJump:
 ld   hl,50h
 jp (hl)
>.>
kthxbai
*poof*
EDIT:
wait *cough* back
Why not jp 50h? .__.
EDIT2:
thepenguin77 'splained why not XD

2795
General Calculator Help / Re: # and ! programs?
« on: November 22, 2011, 05:21:45 pm »
Even if they *are* just empty when you go back >.>

2796
Hmm, it does have a very different syntax from the others, so having another section for Grammer might be conducive to receiving help faster and more efficiently (so that people don't give advice that doesn't work because "ooooooh, that was for Grammer! I saw the nCr and figured...").

EDIT: Not a quote, just a hypothetical sitch-ee-ashun

2797
If you read the comments on that page, that is a bug that has been noted :P
The other pages should work fine :)

2798
Under My Account is where you submit a new project. Projects has a list of all the entered projects so far.

EDIT: Of all of the users

2799
TI Z80 / Re: Grammer Tetris
« on: November 22, 2011, 01:40:59 pm »
Awesome job Sorunome! I like that the options are saved, too! And the menu selection thingy is lovely :3 +1 :D

2800
Did you select My Account or did you select Projects?

2801
General Calculator Help / Re: # and ! programs?
« on: November 22, 2011, 12:46:56 am »
# is used to contain whatever you are trying to execute from the homescreen. This means anything you run from the homescreen is executed as a type of program.

! I am not sure about but I believe it is what contains the entries list. (not sure)

EDIT: Hopefully, I didn't mix them up XD

2802
Grammer / Re: Grammer 2-The APP
« on: November 21, 2011, 11:49:30 pm »
I believe the last case of that being possible has been fixed in the latest version (drawing a sprite to specific coordinates caused it to crash).

2803
Grammer / Re: Grammer 2-The APP
« on: November 21, 2011, 04:35:42 pm »
No, it will not because the buffer is only the size of the screen.
Because of this, on screen pixels are either ON or OFF. Off screen they are undefined. Normally, 0 is returned of you pixel test off screen. If you set mode Fix 16, 1 is returned instead.

2804
Grammer / Re: Grammer 2-The APP
« on: November 21, 2011, 01:00:28 pm »
I am actually still not sure what the error is D:
Lines can be drawn off screen
I forgot to add that Fix 16 would set the mode so that pxl-Text( returns 1 if it is outside the screen.
The rectangle command... I will see if I can fix up the clipping :/

EDIT: There was no For( error :P It was just my own coding fault. (I did the math wrong in Grammer code, so it was pixel testing non existent pixels)

2805
Grammer / Re: Grammer 2-The APP
« on: November 21, 2011, 01:03:34 am »
Okay, so update-wise, before I make the next official release, I want to put this out for testing. It seems there have been a lot of issues lately (mostly sprites). I have been hard at work making sure these bugs have been fixed (I am not sure they have been, though) as well as making sure these next commands are safe and in working order. Anyway, here are the next commands:
sub( deletes data from a variable. The syntax is:
sub(#ofbytes,Offset,"VarName
So an example of using this might be to delete 7 bytes from the beginning of an appvar:
Code: [Select]
sub(7,0,"UAvar
This code should not delete any data from outside the program. If you try to delete 7 bytes of the last 3 bytes of the var, only the last 3 are deleted. If you try to delete 4 bytes and there is only 1 byte left in the var, only that 1 byte is deleted. See below for negative effects.
augment( is used to insert data into a variable. It has the same syntax as sub( and it will cause a memory error (see next command) if there is not enough memory available.
solve(3, is used to create a Custom Error Handler. The argument for this is a pointer to the error handler. Whenever Grammer throws an error (there is a Memory error and ON Break error), code will be diverted here. The error code is passed in Ans as either 0 for ON or 1 for Memory. For example, here is an error handler that will display the error if ON is pressed and then quit and a menu to quit or continue for a Memory error:
Code: [Select]
.0:
ClrDraw
0→A
solve(3,Lbl "EH
Repeat 0
augment(120,0,"EB
Text('0,0,A
A+1→A
DispGraph
End
.EH
→Ɵ'       ;Stores the error code to Ɵ'
Disp π9872       ;so that we don't mess up the graph buffer
ClrDraw
If !Ɵ'
Text(º"ERR:BREAK":DispGraph:Stop
Text(º"ERR:MEM
Text(6,1,"Ignore
Text(12,1,"Quit
1→Z'
Repeat getKey(54       ;Use 2nd to select an option
Line(0,Z'*6,6,28,2
DispGraph
Line(0,Z'*6,6,28,2
Repeat getKey
End
2*getKey(1 +getKey(4
If                      ;There is a space here
→Z'
End
If Z'-1
Stop
Disp π9340
End
solve(3,0 will reset the handler so Grammer handles it.
Here are the changes and bug fixes:
-Changed the Send( command so that it now creates a var filled with zeros (instead of unknown data)
-Changed UnArchive command to return a pointer to the var data in RAM
-Fixed Pt-On( and Pt-Off( command up (any bugs that I found).

So the negative effects of augment( and sub( deal with the fact that these might shift your program around in memory. Don't worry, this won't affect the parser, but what it can do is mess around with labels. For example, if you get the pointer to a label and store it to P, then you delete some data from a var and your program is shifted down some bytes, then P will no longer point to the correct location!

So here are proposed ideas on my part:
1) Make a "Relative Pointer Mode" that will use Goto , Return, Lbl , Func, and prgm, based on relative addressing. (This means that it won't matter where in memory the program is because these will all work as offsets from teh start of the program).
2) Add a ' modifier to the commands to tell it to use relative addressing. So Lbl '"Hello will find the offset into the program that the label .Hello is at. Then prgm' will call the offset into the program.

So technical stuff aside, here is the download, currently.

the circle command in this version will let you use an optional argument as the byte pattern for drawing >.> I don't know if this will be changed or not, so it is not documented. So don't use it in a game!

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