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Messages - Xeda112358
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496
« on: July 11, 2014, 09:56:49 am »
Pssh, I just either memorize how many bytes there are between jumps or quickly add it up >_> * Xeda112358 runs EDIT: Oh, this was @Sorunome @Keoni: Honestly, this can be handy at times.
497
« on: July 11, 2014, 09:55:36 am »
Yes, actually I wrote a program to do just that just to see how long it took to crash It took like 20 seconds.
498
« on: July 11, 2014, 12:25:35 am »
NikProgrammer: Yup, basically what everybody else said. For the most part, Grammer should be safe to use. As long as you don't go too crazy with all the RAM editing functions and hex addresses, you should be fine to just experiment with it.
499
« on: July 07, 2014, 09:04:58 am »
Okay, something I always wanted to do: Make an RPG game where multiple users can plug in and play on the same map, and when users enter the same area, they show up on each other's screens. Players can talk to each other, trade, battle, et c etera.
500
« on: June 25, 2014, 12:37:02 pm »
Necropost! I made one, but my computer crashed before I could save the lyrics, so... spoken poetry! http://vocaroo.com/i/s1o48hVklFlsI like dark stuff.
501
« on: June 25, 2014, 11:31:36 am »
Hmm... I cant imagine what makes the program stop (in fact I only found out that removing the ret/C9... guess what... Doesn't crash, it still completely stops the program!)... Is there any other way to do that? What I need is just a text editor which stores the documents in lists... And the lists' names are the document names.
Wait, doesn't it mean it just fails executing and stops before that?
What is happening here is that all of the memory after the data is being executed as code. It may be exiting properly if it comes across an RET instruction, but it may also instead be jumping into the middle of an OS routine that makes it appear to exit without any problems. I've done this a number of times when I was first experimenting-- the program exited fine, it seemd like everything was alright, then a while later there was a crash or I would look through the memory menu and see lots of glitchy things. Presumably the data executed as code managed to jump around RAM, editing things to unknown values.
502
« on: June 22, 2014, 11:25:59 am »
Me too, it's just I haven't really had the drive and focus for a long time. Plus, Grammer 2 was easy, but Grammer 3 will be a massive under taking. SirCmpwn has been trying to encourage me to port Grammer to KnightOS, but I would probably make a "Grammer 2.5" for that. As it is Grammer 2 is almost OS independent, so a few macros should be able to make it easily portable between OSes.
503
« on: June 22, 2014, 11:20:15 am »
As much as I want to continue projects, it is too much work for me. I might complete it eventually, but I doubt any time soon. Sorry
504
« on: June 17, 2014, 10:48:06 pm »
http://vocaroo.com/i/s0fUcQFTt3HB
I have one of those awkward voices that sounds somewhere between a preteen and a 30 year old man... I hate puberty
Nah, you sound like a teen EDIT: Which I guess is between 12 and 30...
505
« on: June 17, 2014, 10:05:50 pm »
Art: Thanks ! Sorunome: >__>
506
« on: June 17, 2014, 11:24:34 am »
That is correct. Streetwalrus was referring to this: Was that to me? I don't understand ASM... But by the way I want to learn it though.
We are giving you the ASM to help you learn it. You can't really understand the hexadecimal machine code without understanding the ASM instructions with which they are associated.
507
« on: June 16, 2014, 04:19:34 pm »
Necropost because I don't feel so embarrassed anymore. I'm also using a much better recorder thing, so it actually sounds pretty close to what I sound like. VocarooI'm still working on my voice.
508
« on: June 15, 2014, 11:48:36 pm »
I can't wait to see it actually optimized. My routine wasn't exactly ideal for speed.
509
« on: May 13, 2014, 10:00:28 am »
Speaking of the key port... I don't know if anybody else does this, but in some high-speed programs that only use 1 or 2 groups, I disable interrupts, set the key group(s) I need, and I never have to write to the port again (just read). So for example, I made a Snake game that only used the arrows and [2nd], [mode], and [del], so I wrote $BE to the port. At the beginning of the game loop, I just need to do in a,(1) with no worry about delays to read the key press. So yeah, in some of my games, pressing things like F2 to F5 will also act as arrow presses.
Otherwise, if I need _GetK and the program needs to be small and can use interrupts, turn on interrupts and spend only 13 cycles to either read 8445h or 843Fh (whichever is needed) for the same effect.
510
« on: May 04, 2014, 03:34:40 pm »
Also, here's an idea: put the 28 days tutorial aside for a few weeks, and then look at it again. Eventually you'll get the hang of it
Yep, this is a really good way of doing it. I still learn things every so often when I reread it. I made this chart that is kind of compact, but it has notes about how to use certain types of instructions. I think the best way to get a handle of how assembly works, you should try to learn integer counting systems like binary, and hexadecimal. It will all make a lot more sense.
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