Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ben_g

Pages: 1 ... 24 25 [26] 27 28 ... 71
376
Computer Projects and Ideas / Re: Random Script Snippets
« on: May 10, 2013, 12:16:17 pm »
I'm using windows 7.

This is a screenshot of how it shows up to me:

377
Computer Projects and Ideas / Re: Random Script Snippets
« on: May 10, 2013, 12:09:12 pm »
...
Input: An 8x8 Axe sprite
Output: The sprite drawn using 4x4 characters.
Example:
Code: [Select]
[julien@haruhi ~]$ php axesprite.php [AA55AA55aa55aa55]
▚▚▚▚
▚▚▚▚
▚▚▚▚
▚▚▚▚
Why it's interesting: It uses bitwise operations! Also 4 pixels in a single character.

EDIT: Ignore the & at line 2 it's supposed to be a &.
The 'sprite' doesn't look like a sprite to me. It just looks like 16 squares, in a square.

378
Computer Programming / Re: rpg game
« on: May 10, 2013, 12:01:05 pm »
I'm sorry, but the lay-out of your post makes it quite hard to read, so it's possible that I misunderstood some parts.

It would make it easyer for you to find a team if you give some essential information. Try to answer the following questions:
 - What is the platform? Action/adventure rpg is a genre, not a platform. If it's for PC, then the platform is most lickely windows, linux or mac.
 - What programming languare are you using?
 - Fantasy isn't very concrete. What will be the theme of your game? Do you already have a storyline? What kind of characters/NPC's/monsters will there be?
 - What style of graphics will it be? Do you want realistic graphics? Or do you want cartoonish graphics? Or something else?
 - How far are you currently? Did you already start coding? Or are you still planning?
 - What will the gameplay be like? What will a player do in your game? Will it be based mostly on training, or on finishing quests, or on gathering resources...?


If the game is written in a programming language that I know, I might join as a coder.

379
Game Maker, RPG Maker, Toolkit, etc. / Re: blender users
« on: May 10, 2013, 06:57:59 am »
There are a lot of blender tutorials on the internet. Blendercookie is a site where you can find some good video tutorials, but you can also find other ones by googling.
And if you want someone to help you, it always helps to give some details like langage, platform and storyline.

380
General Calculator Help / Re: TI 84+SE USB Voltage Output?
« on: May 07, 2013, 01:34:18 pm »
You could also use USB8X to put the USB port on 'power only' mode, which will make the USB port output 5V.

381
This sounds even better than before!

I like seed 1234567890. After a while, it gets really good.

When the project is finished, could you release some information abouth how to do this? It sounds very interesting to do.

382
Whoa, it actually sounds quite good for being 100% generated!

EDIT: Maybe it would sound a bit better if you would add some repeating patterns.

383
Axe / Re: Axe Programming
« on: May 01, 2013, 01:13:04 pm »
If you know how to handle one object, it is easy to handle several, using a For loop.
For example, to move one pixel from left to right, you do that:
:0->A
:While 1
:  Pxl-On(A,0)
:  DispGraph
:End
(yeah, infinite loop, I don't care)
...

I'd go for this:
:0->A
:While 1
:  Pxl-On(A,0)
A+1->A
:  DispGraph
:End

And if you use repeat getKey(15) instaed of While 1, you can quit the loop by pressing clear. But Hayleia has already said the most basic thing: If you know how to do one thing, you can easily do it multiple times by putting it in a for loop.

384
Humour and Jokes / Re: Weird/funny pictures thread
« on: April 26, 2013, 04:28:39 pm »

385
Humour and Jokes / Re: Weird/funny pictures thread
« on: April 26, 2013, 12:56:40 pm »
No offence to anyone who believes that, but they shouldn't call that science.

386
well if it isn't in the city i can bring my tent and find a piece of grass to putt it on.
Just putting a tent on a random place of grass is illegal in Belgium (And probably in the rest of the EU as well), but in gardens, it is allowed, so if anyone has a big enough garden, tents may be a solution.

387
If it's in The Netherlands or just over the border in Germany or Belgium, yes.
France or further: nope :\
The border between The Netherlands and Belgium sounds reasonable to me. Then I might go if it's close to my home town and I can think of an excuse.

388
Ok then. Here's the source code:
Code: [Select]
;#SECTION "MAIN", CODE
.nolist
#include "ti83plus.inc"
.list
sub_Axiom2 equ 3F61h
AX equ OP1
AY equ AX + 1
AZ equ AY + 1
BX equ AZ + 1
BY equ BX + 1
BZ equ BY + 1
CX equ BZ + 1
CY equ CX + 1
CZ equ CY + 1
 dw 0C0DEh
; CalcRotMatrix
; Calculates the rotation
; matrix relative to 3 angles
 dw CalcRotMatrixEnd + 34
 db 00111111b
 db 0BBh, 0Ah     ; randInt(
 db 1
 db 3
; HL = Z angle
; Stack : Y angle, X angle ,ret
 rorg 0
 ld c, l
 pop hl
 pop de
 ld a, e
 pop de
 ld b, e
 push hl
; jh_CalcRotationMatrix:
 di
 ld d, c
 ld c, b
 ld b, a
; b, c, d
; ax = (sin(- b + c + d) + sin(b -
; c + d) + sin(b + c - d) + sin(- b
; - c - d) + 2*(cos(c - d) +
; cos(c + d)))/4
 ld a, c
 sub d
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld l, a
 rla
 sbc a, a
 ld h, a
; cos(c - d)
 exx
 ld a, c
 add a, d
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; cos(c + d)
 add hl, bc
 add hl, hl
 exx
 ld a, c
 sub b
 add a, d
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; sin(- b + c + d)
 add hl, bc
 exx
 ld a, b
 sub c
 add a, d
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; sin(b - c + d)
 add hl, bc
 exx
 ld a, b
 add a, c
 sub d
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; sin(b + c - d)
 add hl, bc
 exx
 xor a
 sub b
 sub c
 sub d
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; sin(- b - c - d)
 add hl, bc
 ld a, l
 rr h
 rra
 rr h
 rra
 ld (AX), a
; ay = (sin(- b + d) + sin(b +
; d))/2
 exx
 ld a, d
 sub b
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld l, a
 rla
 sbc a, a
 ld h, a
; sin(- b + d)
 exx
 ld a, b
 add a, d
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; sin(b + d)
 add hl, bc
 ld a, l
 rr h
 rra
 ld (AY), a
; az = (cos(b - c - d) + cos(b -
; c + d + $80) + cos(b + c - d) +
; cos(b + c + d + $80) +
; 2*(sin(- c + d) + sin(- c -
; d)))/4
 exx
 ld a, d
 sub c
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld l, a
 rla
 sbc a, a
 ld h, a
; sin(- c + d)
 exx
 xor a
 sub c
 sub d
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; sin(- c - d)
 add hl, bc
 add hl, hl
 exx
 ld a, b
 sub c
 sub d
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; (cos(b - c - d)
 add hl, bc
 exx
 ld a, 80h
 add a, b
 sub c
 add a, d
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; cos(b - c + d + $80)
 add hl, bc
 exx
 ld a, b
 add a, c
 sub d
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; cos(b + c - d)
 add hl, bc
 exx
 ld a, 80h
 add a, b
 add a, c
 add a, d
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; cos(b + c + d + $80)
 add hl, bc
 ld a, l
 rr h
 rra
 rr h
 rra
 ld (AZ), a
; bx = (cos(b - c - d) + cos(b -
; c + d) + cos(b + c - d + $80) +
; cos(b + c + d + $80) +
; 2*(sin(c - d) + sin(- c -
; d)))/4
 exx
 ld a, c
 sub d
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld l, a
 rla
 sbc a, a
 ld h, a
; sin(c - d)
 exx
 xor a
 sub c
 sub d
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; sin(- c - d)
 add hl, bc
 add hl, hl
 exx
 ld a, b
 sub c
 sub d
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; cos(b - c - d)
 add hl, bc
 exx
 ld a, b
 sub c
 add a, d
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; cos(b - c + d)
 add hl, bc
 exx
 ld a, 80h
 add a, b
 add a, c
 sub d
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; cos(b + c - d + $80)
 add hl, bc
 exx
 ld a, 80h
 add a, b
 add a, c
 add a, d
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; cos(b + c + d + $80)
 add hl, bc
 ld a, l
 rr h
 rra
 rr h
 rra
 ld (BX), a
; by = (cos(b - d) + cos(b +
; d))/2
 exx
 ld a, b
 sub d
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld l, a
 rla
 sbc a, a
 ld h, a
; cos(b - d)
 exx
 ld a, b
 add a, d
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; cos(b + d)
 add hl, bc
 ld a, l
 rr h
 rra
 ld (BY), a
; bz = (sin(b - c - d) + sin(b - c
; + d) + sin(b + c - d) + sin(b + c
; + d) + 2*(cos(c - d) + cos(c
; + d + $80)))/4
 exx
 ld a, c
 sub d
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld l, a
 rla
 sbc a, a
 ld h, a
; cos(c - d)
 exx
 ld a, 80h
 add a, c
 add a, d
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; cos(c + d + $80)
 add hl, bc
 add hl, hl
 exx
 ld a, b
 sub c
 sub d
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; sin(b - c - d)
 add hl, bc
 exx
 ld a, b
 sub c
 add a, d
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; sin(b - c + d)
 add hl, bc
 exx
 ld a, b
 add a, c
 sub d
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; sin(b + c - d)
 add hl, bc
 exx
 ld a, b
 add a, c
 add a, d
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; sin(b + c + d)
 add hl, bc
 ld a, l
 rr h
 rra
 rr h
 rra
 ld (BZ), a
; cx = (sin(- b + c) + sin(b +
; c))/2
 exx
 ld a, c
 sub b
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld l, a
 rla
 sbc a, a
 ld h, a
; sin(- b + c)
 exx
 ld a, b
 add a, c
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; sin(b + c)
 add hl, bc
 ld a, l
 rr h
 rra
 ld (CX), a
; cy = sin(- b)
 exx
 xor a
 sub b
 db 7Fh
 rorg $ - 1
 call _GetSin
 exx
 ld (CY), a
; cz = (cos(b - c) + cos(b +
; c))/2
 exx
 ld a, b
 sub c
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld l, a
 rla
 sbc a, a
 ld h, a
; cos(b - c)
 exx
 ld a, b
 add a, c
 db 7Fh
 rorg $ - 1
 call _GetCos
 exx
 ld c, a
 rla
 sbc a, a
 ld b, a
; cos(b + c)
 add hl, bc
 ld a, l
 rr h
 rra
 ld (CZ), a
 ei
 ret

_GetSin:
 sub 40h
_GetCos:
 db 7Fh
 rorg $ - 1
 ld hl, sub_Axiom2
 add a, l
 ld l, a
 ld a, 0
 adc a, h
 ld h, a
 ld a, (hl)
 ret

CalcRotMatrixEnd:
; CoSineTable
 dw CoSineTableEnd
 db 00111111b
 db 0, 0      ; not callable
 db 00010000b
 db 0
 rorg 0
 db 40h, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Eh, 3Eh, 3Eh, 3Dh, 3Dh, 3Ch, 3Ch, 3Bh
 db 3Bh, 3Ah, 3Ah, 39h, 38h, 37h, 37h, 36h, 35h, 34h, 33h, 33h, 31h, 31h, 2Fh, 2Eh
 db 2Dh, 2Ch, 2Bh, 29h, 29h, 27h, 26h, 25h, 23h, 22h, 20h, 1Fh, 1Fh, 1Dh, 1Ch, 1Ah
 db 19h, 17h, 15h, 14h, 12h, 11h, 10h, 0Eh, 0Dh, 0Bh, 0Ah, 08h, 06h, 05h, 03h, 02h
 db 00h, 0FFh, 0FEh, 0FCh, 0FBh, 0F9h, 0F8h, 0F6h, 0F4h, 0F3h, 0F1h, 0F0h, 0EFh, 0EDh, 0ECh, 0EAh
 db 0E9h, 0E7h, 0E5h, 0E4h, 0E2h, 0E1h, 0E0h, 0DFh, 0DEh, 0DCh, 0DBh, 0DAh, 0D8h, 0D7h, 0D6h, 0D5h
 db 0D3h, 0D2h, 0D2h, 0D0h, 0CFh, 0CEh, 0CDh, 0CDh, 0CBh, 0CBh, 0CAh, 0C9h, 0C9h, 0C7h, 0C7h, 0C6h
 db 0C6h, 0C5h, 0C4h, 0C4h, 0C3h, 0C3h, 0C3h, 0C2h, 0C2h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h
 db 0C0h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C2h, 0C2h, 0C2h, 0C3h, 0C3h, 0C4h, 0C4h, 0C5h
 db 0C5h, 0C6h, 0C6h, 0C7h, 0C8h, 0C9h, 0C9h, 0CAh, 0CBh, 0CCh, 0CDh, 0CDh, 0CFh, 0CFh, 0D1h, 0D2h
 db 0D3h, 0D4h, 0D5h, 0D7h, 0D7h, 0D9h, 0DAh, 0DBh, 0DDh, 0DEh, 0E0h, 0E1h, 0E1h, 0E3h, 0E4h, 0E6h
 db 0E7h, 0E9h, 0EBh, 0ECh, 0EEh, 0EFh, 0F0h, 0F2h, 0F3h, 0F5h, 0F6h, 0F8h, 0FAh, 0FBh, 0FDh, 0FEh
 db 00h, 01h, 02h, 04h, 05h, 07h, 08h, 0Ah, 0Ch, 0Dh, 0Fh, 10h, 11h, 13h, 14h, 16h
 db 17h, 19h, 1Bh, 1Ch, 1Eh, 1Fh, 20h, 21h, 22h, 24h, 25h, 26h, 28h, 29h, 2Ah, 2Bh
 db 2Dh, 2Eh, 2Eh, 30h, 31h, 32h, 33h, 33h, 35h, 35h, 36h, 37h, 37h, 39h, 39h, 3Ah
 db 3Ah, 3Bh, 3Ch, 3Ch, 3Dh, 3Dh, 3Dh, 3Eh, 3Eh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh
CoSineTableEnd:
;
; RotVertex
; Rotate the given vertex
; with the matrix calculated
; with a previous call to
; CalcRotMatrix
 dw RotVertexEnd + 32
 db 00111111b
 db 0BBh, 1Fh        ; randNorm(
 db 1
 db 4
; HL = output area
; Stack : X, Y, Z coordinate,ret
 rorg 0
 pop af
 pop de
 pop bc
 push af
 ex (sp), hl
 pop af
 ex (sp), hl
 push af
; jh_RotateVertex:
 db 7Fh
 rorg $ - 1
 ld (x3d), hl
 db 7Fh
 rorg $ - 1
 ld (y3d), bc
 db 7Fh
 rorg $ - 1
 ld (z3d), de
 ld a, (AX)
 db 7Fh
 rorg $ - 1
 call _iMulAbyHL
 push af
 push hl
 db 7Fh
 rorg $ - 1
 ld hl, (y3d)
 ld a, (AY)
 db 7Fh
 rorg $ - 1
 call _iMulAbyHL
 push af
 push hl
 db 7Fh
 rorg $ - 1
 ld hl, (z3d)
 ld a, (AZ)
 db 7Fh
 rorg $ - 1
 call _iMulAbyHL
 pop de
 pop bc
 add hl, de
 adc a, b
 pop de
 pop bc
 add hl, de
 adc a, b
 db 7Fh
 rorg $ - 1
 call _iDivAHLby64
 db 7Fh
 rorg $ - 1
 ld (nx3d + 1), hl
 db 7Fh
 rorg $ - 1
 ld hl, (x3d)
 ld a, (BX)
 db 7Fh
 rorg $ - 1
 call _iMulAbyHL
 push af
 push hl
 db 7Fh
 rorg $ - 1
 ld hl, (y3d)
 ld a, (BY)
 db 7Fh
 rorg $ - 1
 call _iMulAbyHL
 push af
 push hl
 db 7Fh
 rorg $ - 1
 ld hl, (z3d)
 ld a, (BZ)
 db 7Fh
 rorg $ - 1
 call _iMulAbyHL
 pop de
 pop bc
 add hl, de
 adc a, b
 pop de
 pop bc
 add hl, de
 adc a, b
 db 7Fh
 rorg $ - 1
 call _iDivAHLby64
 db 7Fh
 rorg $ - 1
 ld (ny3d + 1), hl
 db 7Fh
 rorg $ - 1
 ld hl, (x3d)
 ld a, (CX)
 db 7Fh
 rorg $ - 1
 call _iMulAbyHL
 push af
 push hl
 db 7Fh
 rorg $ - 1
 ld hl, (y3d)
 ld a, (CY)
 db 7Fh
 rorg $ - 1
 call _iMulAbyHL
 push af
 push hl
 db 7Fh
 rorg $ - 1
 ld hl, (z3d)
 ld a, (CZ)
 db 7Fh
 rorg $ - 1
 call _iMulAbyHL
 pop de
 pop bc
 add hl, de
 adc a, b
 pop de
 pop bc
 add hl, de
 adc a, b
 db 7Fh
 rorg $ - 1
 call _iDivAHLby64
 ex de, hl
nx3d:
 ld hl, 0
ny3d:
 ld bc, 0
;
 ex de, hl
 ex (sp), hl
 ld (hl), e
 inc hl
 ld (hl), d
 inc hl
 ld (hl), c
 inc hl
 ld (hl), b
 inc hl
 pop de
 ld (hl), e
 inc hl
 ld (hl), d
 ret

_iMulAbyHL:
 ld de, 0
 ld b, d
 ld c, e
 ex de, hl
 cp 80h
 jr c, noNegA
 neg
 inc b
noNegA:
 bit 7, d
 jr z, noNegDE
 or a
 sbc hl, de
 ex de, hl
 ld h, c
 ld l, c
 dec b
noNegDE:
 add a, a
 jr nc, $ + 4
 ld h, d
 ld l, e
 db 7Fh
 rorg $ - 1
 call mulOP
 db 7Fh
 rorg $ - 1
 call mulOP
 db 7Fh
 rorg $ - 1
 call mulOP
 db 7Fh
 rorg $ - 1
 call mulOP
 db 7Fh
 rorg $ - 1
 call mulOP
 db 7Fh
 rorg $ - 1
 call mulOP
 db 7Fh
 rorg $ - 1
 call mulOP
 rr b
 ret nc
 ld b, a
 ld d, c
 ld e, c
 xor a
 ex de, hl
 sbc hl, de
 sbc a, b
 ret

_iDivAHLby64:
 ld b, l
 add hl, hl
 adc a, a
 add hl, hl
 adc a, a
 ld l, h
 ld h, a
 rla
 ret nc
 bit 0, b
 ret z
 inc hl
 ret

mulOP:
 add hl, hl
 rla
 jr nc, $ + 4
 add hl, de
 adc a, c
 ret

x3d:
 dw 0
y3d:
 dw 0
z3d:
 dw 0
RotVertexEnd:
; ProjectVertex
; Converts the 3D
; coordinates into 2D ones
 dw ProjectVertexEnd + 26
 db 00111111b
 db 0BBh, 0Bh       ; randBin(
 db 1
 db 3
; HL = Z coordinate
; Stack : X,Y coordinate,ret
 rorg 0
 pop af
 push hl
 pop de
 pop bc
 pop hl
 push af
; jh_ProjectVertex:
 ld a, d
 or e
 ret z
 bit 7, d
 ret nz
 push bc
 push de
 ld a, h
 rla
 sbc a, a
 add hl, hl
 adc a, a
 add hl, hl
 adc a, a
 add hl, hl
 adc a, a
 add hl, hl
 adc a, a
 ld b, a
 ld d, h
 ld e, l
 add hl, hl
 adc a, a
 add hl, de
 adc a, b
 pop de
 push de
 db 7Fh
 rorg $ - 1
 call _iDivAHLbyDE
 ld de, 96 / 2
 add hl, de
 adc a, 0
 pop de
 pop bc
 push af
 push hl
 ld h, b
 ld l, c
 push de
 ld a, h
 rla
 sbc a, a
 add hl, hl
 adc a, a
 add hl, hl
 adc a, a
 add hl, hl
 adc a, a
 add hl, hl
 adc a, a
 ld b, a
 ld d, h
 ld e, l
 add hl, hl
 adc a, a
 add hl, de
 adc a, b
 pop de
 db 7Fh
 rorg $ - 1
 call _iDivAHLbyDE
 ld de, 64 / 2
 add hl, de
 adc a, 0
 ld b, a
 ex de, hl
 pop hl
 pop af
 ld h, e
 ret

_iDivAHLbyDE:
 ld b, h
 ld c, l
 ld hl, 0
 cp 80h
 push af
 jr c, noNegABC
 sbc hl, bc
 ld b, h
 ld c, l
 ld h, 0
 ld l, a
 ld a, h
 sbc a, l
 ld l, h
noNegABC:
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 db 7Fh
 rorg $ - 1
 call divOP
 ld h, b
 ld l, c
 ld e, a
 pop af
 ld a, e
 ret c
 xor a
 ld h, a
 ld l, a
 sbc hl, bc
 sbc a, e
 ret

divOP:
; SLL C
 db 0CBh, 31h
 rl b
 rla
 adc hl, hl
 sbc hl, de
 jr nc, $ + 4
 add hl, de
 dec c
 ret

ProjectVertexEnd:
 dw 00h
;
 dw 03BEh
 db 9
 db "CalcMtrx("
 dw 03E8h
 db 9
 db "RotVertx("
 dw 03C0h
 db 10
 db "ProjVertx("
.end
.end

389
Can I just post the source code in this topic?

390
The Axe Parser Project / Re: USBpad8x: USB keyboard axiom
« on: April 15, 2013, 01:55:31 pm »
It would be even more interesting if you could also send data the other way, for example to stream an image to the calc. Then we could use a computer for doing complex calculations for the calc, which makes stuff like 3D and multiplayer games a lot easier (okay, maybe that's cheating, but it's still cool), or for streaming the screen image from wabbitemu, so you can see how the program you emulate looks on a real screen (since a real screen can react slightly differently than the emulated one.

Pages: 1 ... 24 25 [26] 27 28 ... 71