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Messages - aeTIos

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3526
TI Z80 / Re: The Mighty Jill Off
« on: March 22, 2011, 04:18:41 pm »
Woo this is just woo

3527
o lol. i knew that i was totally missing the point xD

3528
ASM / Re: Floats? (First ASM question O.O)
« on: March 22, 2011, 03:17:35 pm »
Thanks! downloaded it immediately!

3529
Gaming Discussion / Re: Nintendo continuing its interesting trend?
« on: March 22, 2011, 03:16:46 pm »
I think every platform has its own pros and cons. for example, the NES is just cool, as you see those complicated games (for its time). so can you think many reasons for being cool for every platform.

3530
General Calculator Help / Re: Good game [and program] design
« on: March 22, 2011, 02:33:42 pm »
One suggestion more, if you use the graph vars: StoreGDB0 (the last, is least used) and afterward RecallGDB0

3531
Art / Re: [Request] Pixelart for Android Splut
« on: March 22, 2011, 02:27:26 pm »
really? :o

3532
yes, it could be done with a microphone that you connect to the I/O port. the hard part would be, to get all the bytes in time.
(um, i feel like missing the point a bit)

3533
Art / Re: [Request] Pixelart for Android Splut
« on: March 22, 2011, 02:18:07 pm »
splut bad? nooh, its just losing The Game good!

3534
ASM / Re: Floats? (First ASM question O.O)
« on: March 22, 2011, 02:15:02 pm »
Exponent (Exp)

Here's where the fun starts. Floating points are always stored in scientific notation (as in -1.337x103), so you need to know what power of 10 it's being taken to. In this case, it would be three.

But you don't just store a three here; no, that would be too easy, and remember that TI wants to

THIS
screw us up.

So instead, you add $80 to whatever the exponent is, then store it. So for -1337, or -1.337x103, it would be 3 + $80, or $83.



um, you can find it, i think. italic, bold, underlined :D

Oh, and your explaination in your tutorial is great, too! In fact, this has brought me to learning ASM programming. but, OMG, I think i should just work through it, starting at lesson 13 is a bit hard :P

3535
ASM / Re: Floats? (First ASM question O.O)
« on: March 22, 2011, 02:04:05 pm »
Quick tutorial:

Floating point numbers are stored differently than you're used to. It's still stored the same way, but it's a data structure in itself.

Each floating point number is 9 bytes, stored one after the other, always in scientific notation. For example, this is what -1337 looks like:

SignExpS0S1S2S3S4S5S6
$80$83$13$37$00$00$00$00$00

Sign/Number Line (Sign)

Bit 7 (the bit furthest to the left when you write it out) tells you whether it's positive or negative, while bits 2 and 3 tell you whether it's real or complex. In other words:

If this byte is:Then the number is:
%00000000Positive and real
%10000000Negative and real
%00001100Positive and complex
%10001100Negative and complex

So in this case, it would be %10000000, or $80.

Exponent (Exp)

Here's where the fun starts. Floating points are always stored in scientific notation (as in -1.337x103), so you need to know what power of 10 it's being taken to. In this case, it would be three.

But you don't just store a three here; no, that would be too easy, and remember that TI wants to screw us up. So instead, you add $80 to whatever the exponent is, then store it. So for -1337, or -1.337x103, it would be 3 + $80, or $83.

Significand (S0-S6)

This is the actual number itself. There are 7 bytes per number, each of which holds two digits (hence the 14 digits of accuracy on a TI-83 Plus series calc).

It's stored in BCD (binary-coded decimal) format, in which each nibble holds a decimal digit (0-9). So a valid byte in the significand would be one of the following:

  • $00-$09
  • $10-$19
  • $20-$29
  • $30-$39
  • $40-$49
  • $50-$59
  • $60-$69
  • $70-$79
  • $80-$89
  • $90-$99

The first digit (upper nibble of S0) is the characteristic, or the number before the decimal point when written in scientific notation (the 1 in -1.337x103).

You could actually store a non-BCD value there (such as $BA). It causes some interesting effects when you try doing math with it XD

Also, when the calculator actually operates on floating-point numbers (when you give it something to calculate), it adds two more bytes to the significand (making the significand 9 bytes and the entire number 11 bytes). This is so it has two more bytes of precision to work with.

All right, so that's a floating-point number. When do you use it? FP is nearly always used for math, because it's inherently slow and cumbersome to work with. So if you want to use it for scores in a game, don't bother (unless for some reason you're working with 14-digit numbers).
Thanks for:
-the rickroll ;D
-made me losing the game
-this tutorial

its really useful!

3536
ASM / Floats? (First ASM question O.O)
« on: March 22, 2011, 12:48:22 pm »
Hi,

first things first, this is my 1st question on ASM programming!

The question is: how easy (or hard) is it to use floats?
if easy, please qive some code

thanks in advance!

3537
TI Z80 / Re: Powder Game
« on: March 22, 2011, 12:23:28 pm »
Prizm port. Sounds like fun. I practically spend  at least 2 hours a day playing addicting physics games when I should be doing programming. Err I mean schoolwork.  :P
lol

3538
TI Z80 / Re: Powder Game
« on: March 22, 2011, 10:22:50 am »
O.O wow

3539
Axe / Re: Axe music question
« on: March 22, 2011, 10:20:20 am »
I think so, but you should ask Quigibo for details

3540
TI Z80 / Re: Super Mario Bros. 2 port [AXE]
« on: March 22, 2011, 05:43:37 am »
Update:

(I'm sorry about the slow pace of updates)

Alpha: pick item
2nd: jump

have fun ;)

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