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Messages - Xeda112358
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4621
« on: November 18, 2010, 03:08:51 pm »
Oh, no. Now I know what you mean. Class 2 are functions like If, Repeat, While and things like that. If a function has a "(" then it is class 1. Output( is class 1, just like int(. Output isn't part of that "most programming commands" thing.
EDIT: Unless it is Class 3...
4622
« on: November 18, 2010, 02:03:26 pm »
What do you mean by class 2? Sorry, I have only ever used the int( command in my parser hooks.
4623
« on: November 18, 2010, 01:18:11 am »
Okay, from there you will want to check the floating point stack, but I am not sure exactly where that is (there are a few bytes in RAM that point to various points). If you used Output(Y,X,<<String>> it will put a pointer to the temporary string in OP1, X at the top of the FPS, and then Y. I am not sure if PopReal or PopRealO1 might be useful B_Calls for you??? I am not sure if they work in hooks, though.
4624
« on: November 17, 2010, 10:38:28 pm »
Ah, well, it was worth the practice
4625
« on: November 17, 2010, 10:33:22 pm »
I have no clue about a solution, but I just made a program that rapidly changes the contrast just for fun! All you do is press and hold enter. When you let go, you might need to do [2nd][up] to reset your contrast, though...
AsmPrgm 3C47 AFD301DB013CC8 78F6D8D31018F0
Run it using Asm(prgmA ...or whatever you name it...
4626
« on: November 17, 2010, 09:43:03 pm »
Sorry, it might take a while for me to get alll the info. I had a folder named Parser Notes, but it didn't have my actual notes in it. Right now I am figuring everything out all over again... And I have to convert all the hex *groan* Here is the start of the hook I have. All it does is change int( into a getKey-ish thing: ;this first section is only if you are going to run it as a program. It stores the hook in ;AppBackUpScreen and sets it up as well. ld de,9972h ;117299 this is a appbackupscreen+256 ld a,(de) ;1A This will store the byte into a cp 83h ;FE83 if a=83h, the hook might be active, so disable it... jr nz,3 ;2003 ...and quit xor a ;AF this sets a to 0 ld (de),a ;12 this disables the hook by overwriting the 83 ret ;C9 ld hl,9DB0h ;21B09D This is the location of the hook data ld bc,512 ;010002 number of bytes left in appbackupscreen push DE ;D5 ldir ;EDB0 this copies the hook data to 9972 pop HL ;E1 this points to the start of the hook in appbackupscreen in a,(6) ;DB06 this checks the current page.. B_Call(5026h) ;EF2650 sets up the hook using HL=pointer to hook and a=page in memory ret ;C9
HOOK: add a,e ;83 necessary to start a hook or a ;B7 like cp 0. if A=0, z flag is set ret z ;C8 push hl ;E5 will need this later, but also need hl ld hl,B1B1h ;21B1B1 B1 is the int( token sbc hl,bc ;ED42 BC= the token, so if it is int(, HL-BC=0 and sets the Z flag pop hl ;E1 jr z,2 ;2802 so if it is the right token, skip 2 bytes xor a ;AF this is to set the z flag I think ret ; C9 ;And this is where the code gets creative. HL is the number of arguments passed and OP1 has the last argument. the arguments are stored reverse in the FPS, so it can be confusing. To pass a value, just store it to OP1 and do FE01C9... So here goes... ld a,(843Fh) ;3A3F84 this is the key press... it is used in my quickkeys program B_Call(478Ch) ;EF8C47 this is SetXXOP1 cp 1 ;FE01 does something flag-wise to let it exit the hook with modified Ans ret ;C9
4627
« on: November 17, 2010, 07:06:02 pm »
Yes, in Axe, variables like Str, Pic, GDB and L1~L6 are just numbers.They are not pictures or lists or GDBs or what ever. They are just used as numbers to point to where data is stored. In a way, this is like using a list as squidgetx said.
4628
« on: November 17, 2010, 06:56:28 pm »
Actually, the only time I used it was before I learned assembly with the hopes that I could learn that way. Numbers are easier for me to use. By the way, I am probably high functioning autistic, so I got pretty lucky and I have a form of synesthesia that connects with emotions, so numbers mean a lot to me. Those may be reasons for why I have such an affinity for hex programming.
4629
« on: November 17, 2010, 06:50:39 pm »
Whenever I make a call I usually add it to my .txt document that I keep for calls and routines, but I typically don't ever forget what snippets of code do. Every once in a while, when I convert my codes to mnemonics, I make thorough notes for every line.
4630
« on: November 17, 2010, 06:46:42 pm »
Nice Actually, are int( and iPart( only different for negative numbers? int( is the command I use for parser hooks (I have never released a program using the parser hook yet, but I make them every now and again for fun and for friends), so I was curious about how that might affect programmers if I ever did release one...
4631
« on: November 17, 2010, 06:40:08 pm »
My largest program... hang on lemme check (it is between EnPro and SpriteLib) SpriteLib=1356 bytes EnPro=1872 bytes
EnPro was completely on calc. For SpriteLib, I make use of the spreadsheet for the final product, but everything is programmed on the calc first.
4632
« on: November 17, 2010, 06:17:03 pm »
Yes, I actually am trying to visualize it right now, but I am pretty sure I can do it for almost no loss in speed. It was just easier for me conceptually at the time (2:00 this morning).
4633
« on: November 17, 2010, 06:08:58 pm »
Sorry, I just got out of class... @nemo: It is easier, more optimized, and faster for the numbers to be calculated this way. Sorry about that...Well, actually, now that I think about it, I might be able to come up with a way to fix that. Okay, I will work on that and come up with a definite answer later...
@DJ Omni: Actually, once I get to making variables, it will be easier to use compressed data. If you check SpriteLib, I have a method to take a 128 byte "screen shot" of the homescreen which then gets compressed to 64 bytes (because only 16 tiles are used). Plus, I have a method to extract that data from archive. So yes, when I get to that point, I will definitely add the ability to compress data and access archived data because I already have the calls made.
I have a bunch of calls made from previous programs, but I am only implementing them as I need them so as not to take up too much memory. I have been making a bunch of new ones for this program and I still have a few more I need to make (like getting all the data I need when accessing a string argument...). So for now, I will be making a bunch of random calls and using them, but the commands are going to be more SpriteLib-like. Also, I need to make a way to implement variables... I tried a method that worked, but the variables were accessed using numbers. I think I am going to stick with using the letters like in BASIC...
4634
« on: November 17, 2010, 03:06:13 pm »
Okay, I know have the four functions added for +, -, *, and /, but I have to go to class soon... So pretty much: -the result will never go above 65535 -Negative numbers have 65536 added to them (not really, but it is a BASIC version of the explanation) This means that -2 will result as 65534 -Division only returns the integer part of the quotient. Later I will add a way to get the remainder
I may have missed something... Oh yeah, order of operations... This is from the commands readme:
|points. Order of operations is not used. functions |are evaluated from right to left. Here is an example | 3+2*6-3 | 3+2*3 | 3+6 | 9
I hope that makes sense...
4635
« on: November 17, 2010, 02:42:51 pm »
Oh, no I just meant each line needs an even number of digits. You cannot use 5 digits on a line. My code right now for a routine looks like this:
AsmPrgm 211C00 011000
3E10110000 29EBED6AEBF57AB820027BB938052CEBED42EBF13D20E9
EBEF0745C9
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