Didn't you also have one that supported special LCD stuff like backwards LCD display and stuff?
Hehe, I found out that mine does that... On accident... I typed a wrong hex digit and I was utterly amazed to find that I had to turn my calc upside down to read it properly
I like to use WabbitEmu as an emulator because it saves the screenshot video thingamabob as a .gif Also I like the debugger, but that isn't relevant. Still, I like it so far
That sounds like a good idea! I just realised, too, that a lot of my programs use the clock I should learn how to make an interrupt in assembly so that I can make a clock for calcs that don't have a clock...
But, anywho, maybe I won't add the clock. I was looking at an old memory game where you were given a string to remember and it was displayed for a certain amount of time. The string got longer and at certain points, new characters were added to the mix and you had less and less time to remember the strings... oh, that was fun! So, maybe I can add a mode that displays the problem for a limited time... I used a For( loop in the memory game.
Also, I made plans to add in an option to change bases and to individually control how large the numbers are (so integer 1 could be 6 digits, integer 2 could be 2 digits)
I have a version that I started a year ago that I found yesterday that does the base conversions and makes the questions and has the modes I mentioned, but it doesn't have any easy to use features... yet... It also uses two assembly programs I made (very small, just to save and change some settings), so I want to remove those from the end product or include them as options.
I know I used to be a pro BASIC programmer back in the day, then I switched over to Assembly Okay, well I wasn't that good... Here is another proggy I am going to update soon, too... I think I made it 4 years ago (before I had a cable, computer, and internet) I don't have the program uploaded, but it is the text source... I used the timer in this and I even used it like a pro (so that when you paused it didn't change the over all time):
¤¤¤ ¤¤¤¤¤ ¤ ¤¤¤ ¤ ¤ The object of this game is to eat (move into) 100 blocks there are random obsticals that you may have to get around. [MODE]=sleep mode while playing. prgmBLOCKEAT
:Setupeditor LEAT (LEAT IS A LIST(LITTLE L)) :if 9<dim(LEAT :Goto 3 :lbl 7 :seq(40+5X,X,0,9->LEAT -> is the sto command :lbl 3 :asm(prgmA1 asmprgmEF7045C9 (run indicator off) :clrdraw :clrhome :Menu("BLOCK EATER","PLAY",2,"HIGH SCORES",4,"RESET SCORES",7,"EXIT",6 :lbl 4 :delvar C :Repeat B=22 or B=105 :For(A,1,9 :if A+9C<dim(LEAT < in this case should be "less than or equal to" :Text(6A,0,A+9C,":",LEAT(A+9C :End :Repeat B *an alternative to this is asm(prgmGETKEY :getkey ->B asmprgmEF4447FE0028F6EF5641EFBA43EFC541214200227984EFD44AC9 :End if you do this, get rid of the 3 lines including Repeat B,Getkey->B,End :C+(B=34->C :C-(B=25->C :if C<0 :ipart(dim(LEAT)/8->C :if C=1+ipart(dim(LEAT)/8 :delvar C :End :Goto 3 :lbl 2 :10->C :Full :axesoff :Zstandard :ZInteger :Horizontal -24 :Horizontal 27 :Vertical -38 :vertical 33 :asm(prgmA1 :For(A,-36,29,10 :For(B,-22,23,5 :pt-on(A,B :pt-on(A,B+1 :pt-on(A+1,B :pt-on(A+1,B+1 :pt-on(A+5,B :pt-on(A+5,B+1 :pt-on(A+6,B :pt-on(A+6,B+1 :End :End :randInt(4,9->I :For(F,1,I :5randInt(-4,4->B :5randInt(-4,4->E :For(H,3,7 :line(H+B,2+E,H+B,,16+E :End :End :10->B :-37->E :21->F :34->H :delvar Istarttmr->J You can do this with delvar. if you do not want to,Delvar I and the starttmr->J :lbl 1 :Repeat A=22 or A=21 or (A=24 and 0=pxl-test(B,C-1)) or (A=25 and 0=pxl-test(B-1,C)) or (A=26 and 0=pxl-test(B,C+5)) or (A=34 and not(pxl-test(B+5,C :getkey->A :if A=21 or A=22 :1->M :if A=21 or A=22 or not(A :H->A :End :A->H :if M :Then :delvar MJ->K :starttmr->L :asm(prgmA24 asmprgm3E02D310EF4447FE0028F63E03D310C9 acts as a sleep mode until a button is pressed. :J-L+starttmr->J :End :H->A :Text(6,0,checktmr(J :I+pxl-test(B+2,C+2->I :Text(0,0,I :A=24->D :if A=26 :2->D :if A=25 :4->D :if a=34 :3->D :For(G,0,4 :line(E,F-G,E+4,F-G,0 :End :if D=2 :C+5->C :if D=1 :C-5->C :if D=3 :B+5->B :if D=4 :B-5->B :C-47->E :31-B->F :if D<3 :then :line(E+1,F,E+3,F :line(E,F-1,E+4,F-1 :line(E+1,F-3,E+3,F-3 :pt-on(E,F-4 :pt-on(E+4,F-4 :End :if D>2 :then :line(E,F-1,E,F-3 :line(E+1,F,E+1,F-4 :line(E+3,F-1,E+3,F-3 :pt-on(E+4,F :pt-on(E+4,F-4 :End :pt-on(E+4(D=1),F-2 :pt-on(E+2,F-4(D=4 :if I(NOT EQUAL)100 :Goto 1 :checktmr(J->J :J->LEAT(1+dim(LEAT :SortA(LEAT :delvar AOutput(1,1,"PLACED: :Repeat J=LEAT(A :A+1->A :END :Output(1,8,A :Pause :Clrhome :Output(1,1,"TIME: :Output(1,6,J :Pause :Goto 3 :lbl 6 :Output(1,1,"
OOO OOOOO O OOO O O
ASSEMBLY CODES: These codes have been,for the most part,not my own making. I found most online, and the ones I experimented with and learned,I used to make new ones.Have fun with these! *All of these must start in a BASIC program with asmprgm at the front. A1:EF7045C9 :RUN INDICATOR OFF A2:21028A3E50B677C9 or FDCB12E6C9 :ALPHA ON A3:21028A3E0F1677C9 :ALPHA OFF A4:21028A3ED0B677C9 :ALPHA LOCK (MODE TO QUIT) A5:DB10CB6F20053E03D310C93E02D310C9 :turns SCREEN on/off A6:21F8893E02AE77C9 :ALLOWS YOU TO:UNARCHIVE PROGRAMS IN A PROGRAM,ARCHIVE THEM,AND MAKE PROGRAMS ON THE HOME SCREEN.format:asm(A6:ARCH/UNARCH PROGRAM:asm(A6 A7:3E03D310C9 :SCREEN ON A8:3E02D310C9 :SCREEN OFF A9:21F5893E08AE77C9 :INVERSE TEXT A10:21148A3E08AE77C9 :TOGGLES LOWERCASE MODE ON/OFF A11:EF4045C9 :CLEARS SCREEN A12:*210000115F3FEF624DC9* :BLACK SCREEN SEE NOTES BELOW A13:*210000115F3FEF624DC9* :INVERSE SCREEN SEE NOTES BELOW A14:21028A3E01AE77C9 :TOGGLES INDICATOR ON/OFF A15:21028A3E30B677C9 :LIKE A2,EXCEPT IT IS LOWERCASE A16:21028A3EB0B677C9 :LIKE A4,EXCEPT IT IS LOWERCASE A17:EFE542EF9247EF5641EFBA43 :GET AMOUNT OF RAM SEE NOTES BELOW EFC54121(*41*)00227984EFD44AC9 A18:3E01D303C9 :CALC OFF A19:EF4447FE0028F6EF5641EFBA43 EFC54121(*41*)00227984EFD44AC9 :GETKEY SEE NOTES BELOW These I found under 83Plus:BASIC:Tricks ExecAsm A20:2140930E40060CB7CB1E2310FB0D20F5 :SHIFT SCREEN RIGHT EF6A48C9 A21:213F960E40060CB7CB162B10FB0D20F5 :SHIFT SCREEN LEFT EF6A48C9 A22:214C9311409301F402EDB0EB010C00 :SHIFT SCREEN UP EF304CEF6A48C9 A23:213396113F9601F402EDB823010C00 :SHIFT SCREEN DOWN EF304CEF6A48C9 A24:2147847EC6(04)D877C6D8CD0B00D310C9:INCREASE CONTRAST 04 CAN BE A HEX NUMBER OF YOUR CHOICE.I DO NOT RECOMMEND HIGH NUMBERS BECAUSE THIS CAN GET SCREWY.THE CODE THAT IS ON THE SITE DOES NOT WORK SO THIS IS HOW I FIXED IT. A25:2147847ED6(04)D877C6D8CD0B00D310C9:DECREASE CONTRAST 04 CAN BE A HEX NUMBER OF YOUR CHOICE.I DO NOT RECOMMEND HIGH NUMBERS BECAUSE THIS CAN GET SCREWY. A26:EFE04AEFEF4AC6C0CD0B00D310C9 :CHANGES CONTRAST DEPENDING ON THE X VARIABLE USE ONLY 0~63 AND MAKE SURE X IS EXISTING. A27:FDCB3CE6C9 :CIRCLES ARE DRAWN FASTER.YOU COULD ALSO DO Circle(X,Y,R,{i WHERE i IS THE IMAGINARY NUMER. A28:FDCB00AE :GETS RID OF Done AT THE END OF THE PROGRAM. YOU COULD ALSO DO Output(1,1," A29:EFBF41EFB3502803EF9B41EFBF4A :BATTERY CHECK 0=GOOD 1=BAD.I THINK THIS IS WRONG,BUT I HAVE NOT REALLY EXPLORED IT.ANSWER IS IN Ans
**NOTES ON THE BOTTOM** A12&A13- WHERE IT SAYS 210000 AND 115F3F, THE 0000 AND 5F3F CAN BE CHANGED TO 21(00~5F)(00~3F) AND 11(00~5F)(00~3F).THE 11 DUAL SETS HAVE TO BE HIGHER THAN OR EQUAL TO THE 21'S FOR EXAMPLE,21123F 11503F THE 12 IS LESS THAN 50 AND 3F=3F. THIS CHANGES HOW BIG THE SQUARE IS THAT IS TURNED BLACK OR INVERSE. IF YOU UNDERSTAND Text(,FIND THE DECIMAL EQUIVALENTS AND YOU WILL SEE THE PATTERN
A17&A19- 41 JUST MEANS IT IS STORED TO A.YOU CAN HAVE IT BE 42 AND IT IS STORED TO B. HERE IS A SMALL CHART. 41-A 42-B 43-C 44-D 45-E 46-F 47-G 48-H 49-I 4A-J 4B-K 4C-L 4D-M 4E-N 4F-O 50-P 51-Q 52-R 53-S 54-T 55-U 56-V 57-W 58-X 59-Y 5A-Z 5B-THETA (THE O WITH A LINE THROUGH IT) AFTER 5B AND BEFORE 41,YOU WILL HAVE PROBLEMS.
That is the readme/source for it... again, I plan to update it (actually, I have, but not all the way). So actually, made this back in 2008. I learned how to do assembly about a year and a half later Like those hexcodes I played with back before I knew anything?
As mentioned earlier today/yesterday in a recent article, there are fewer BASIC project releases. This isn't much, but it is at least a fun start! Well, fun if math=vitamins for Zeda's (not a Doctor Tran reference).
Yep I can tweak the routine a little to handle numbers much larger than 248-bits... I think it would add about 14 bytes to the code (because ED43**** and ED4B**** are four bytes and some push/pop things could be removed).
yep Which is what makes it useful to people like me who like to work with large numbers I plan to make some math functions available for BatLib that deal with much larger numbers. Maybe I'll add some symbolic, but I doubt it
Ooh, I likes! I am a huge fan of Calcsys, but that sprite idea seems pretty cool! It would be really cool if you could define how to view the idea. Like, for example, I made a memory viewer that let you see the memory as either hex and its symbol or as an image on the screen. It would be really cool if you could make it cycle through the memory as if it was an 8x8 sprite or some other size sprite! This looks really cool/useful!