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Messages - c4ooo

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196
Axe / Re: Axe Q&A
« on: May 27, 2015, 07:17:02 pm »
If i do something like foo->{L1}^r, will the low byte of foo be stored to L2 or L2+1?

197
TI Z80 / Re: [Axe] Lazer II
« on: May 24, 2015, 07:38:15 pm »
For those who may be wondering, I am still working on this. I have learned a lot of axe sence I started, ajd that resulted in an optimized rewrite of the game. Although I will promise no deadlines, I have a picture of my epic planing skillz:
Spoiler For Spoiler:

: gameplay pics will come eventually :p

198
The Axe Parser Project / Re: Features Wishlist
« on: May 24, 2015, 12:04:47 pm »
Still not as stable as OS 2.43 ;)
How large is the program that is deleting itself?
Idk, i have like 5 files all of which are less then one KB. As one would expect, I mostly debug/program in/to one file, but sometimes i have to jump to a different file. AFAIK, the current amount of mem has no effect on wether it gets erased or not. It just seems very random. Another thing thou is that there is a pause when i exit the program, as if doors IS archiving the file, but it still disappears. The other weird thing is that altho i cant see the file in any mem menu, when i try to create a new file with the same name as the lost file, the os does not let (but IIRC it does not crash the calc).

199
The Axe Parser Project / Re: Features Wishlist
« on: May 23, 2015, 11:46:21 am »
Can you make it so..
A) program will always be backed up, regardless if they are archived or not, and
B) that all subprograms used by main program will also be backed up.
 Several times already I had my files deleated or lost for some reason or another,(in archive too) and axe backup is sorta shaky to compleatly rely on.
Thanks,
Why do you want to back up an archived program? It sounds like you have another issue if the one in the archive is being deleted.
Yea, doors shell seems to occasionally delete archived files when i save them after editing them editing them. I dont have a cemteck account so i cant really report the bug. :P
Are you sure this is DoorsCS, though? That is a known issue if you use os 2.53MP
You can make fun of me if you want, but i use 2.55MP   ._.  ;D

200
The Axe Parser Project / Re: Features Wishlist
« on: May 22, 2015, 10:24:38 pm »
Can you make it so..
A) program will always be backed up, regardless if they are archived or not, and
B) that all subprograms used by main program will also be backed up.
 Several times already I had my files deleated or lost for some reason or another,(in archive too) and axe backup is sorta shaky to compleatly rely on.
Thanks,
Why do you want to back up an archived program? It sounds like you have another issue if the one in the archive is being deleted.
Yea, doors shell seems to occasionally delete archived files when i save them after editing them editing them. I dont have a cemteck account so i cant really report the bug. :P

201
TI Z80 / Re: Tunnel Game: MetroSiberia
« on: May 22, 2015, 07:15:05 am »
The game and graphics seem very good!  :o  gona try this out when i get the time!  :thumbsup:

202
Axe / Re: Help with greyscale tile engine?
« on: May 13, 2015, 06:34:13 am »
scroll two pixels per frame instead of just one
This seems an "artificial" way to speed things up, but the results are still relatively smooth to the user. Using  :thumbsup:
use #ExprOn to request that Axe optimize for speed instead of size.
Forgot about that  command XD thanks for reminding me  :P
I tried the build of TinyCraft from the first post. That gif was definitely recorded with the program running at full speed, so that's a 2.5x speed boost. And I checked the screen update rate, which is only 30-40Hz; the proper update rate for "perfect" grayscale is about 60Hz. That gives it a 2x speed boost on top of the 2.5x for a total 5x more free CPU time than a "perfect" grayscale program running at normal speed.
I made it so i can easily change from greyscale to b&w. *canges to B&W*
Without interrupts speed is tremendously increased. Thanks for the to tips @Runer112!
I tried the build of TinyCraft from the first post. That gif was definitely recorded with the program running at full speed, so that's a 2.5x speed boost.
Well depends on if he's talking about the first part of the gif (where I explicitedly state that it's 15MHz and it's too fast) or the second part (which is 6MHz).
And that message at the beginning doesn't mean "Full is useless, it's too fast without it", but "Full is useless, it's too fast with it so let's remove it" :P
Sorry if it was not clear.
As to the miscoption, i understood what you where trying to say  :P Also, may i take a peek at your tile mapping code to see if there is any thing else i can improve in mine? If you happen to have a backup of the code to the first tiny craft build that would be awesome!  :hyper:

203
Axe / Re: Help with greyscale tile engine?
« on: May 12, 2015, 07:12:39 am »
Well, ime going to revive this thread couse i might need some help. I got the engine to work bug free some time ago, but i jst cant get to be super fast. Its relatively fast, but ive seen some tile engines MUCH faster, also written in axe. one of these is Hayleia's tinycraft: https://www.omnimaga.org/ti-z80-calculator-projects/tinycraft-ii-(name-subject-to-change)/
If you look at the gif, it is VERY fast. (the gif even says "see full is useless, it is way to fast").
I am using partial redraw, and here is my code. I would appreciate if people would help optimize it. Or maybe my whole program structure should be changed... PS: both me and Hayleia in tinycraft use interrupt based greyscale.
Code: [Select]
...
Note: StrB1 and StrB2 are a pair of 765 byte buffers
...
lbl engine
128->w
64->h
RENDERALL()
Repeat getKey(41)
If getKey(1)
DOWN()
End
if getKey(2)
LEFT()
End
if getKey(3)
RIGHT()
End
if getkey(4)
UP()
End
Copy(StrB1,L6).copy tilemap buffer to display buffer
Copy(StrB2,L3)
...
other ui stuff to render
...
Gdisp().copy disp buffers to greyscale buffers
End
Return
Lbl RIGHT
Horizontal-(Str1B1)
Horizontal-(Str1B2)
x/8+6->D
x++
Y/8+5->J-9
Repeat ->E=J
RENTILE()
E+1
END
Return
Lbl LEFT
Horizontal+(Str1B1)
Horizontal+(Str1B2)
x++
x/8-6->D
Y/8+5->J-9
Repeat ->E=J
RENTILE()
E+1
END
Return
Lbl UP
Y--
Vertical+(StrB1)
Vertical+(StrB2)
WHLine(0,StrB2
WHLine(0,StrB2
y/8-4->E
x/8+7->I-13
Repeat ->D=I
RENTILE()
D+1
End
Return
Lbl Down
Vertical-(StrB1)
Vertical-(StrB2)
WHLine(63,StrB2
WHLine(63,StrB2
y/8-4->E
Y++
x/8+7->I-13
Repeat ->D=I
RENTILE()
D+1
End
Return
Lbl RENDERALL
...
sence t=this is only called once, not a spped issue
...
Return
Lbl RENTILE .renders tile (E,D)
Return!If {E*W+D+TILEMAPSTART}->C .return if tile = air
RetrunIf D<<0??E<<0>>(d+1)>>W??(E+1)>>H .return if (D,E) out of bounds
Pr-on(D*8-x+48->A,E*8-Y+32->B,C*16+TILESPRITESTART->C,StrB1
Pt-on(A,B,C+8
Return
Wow thats long...

204
Axe / Re: Axe Random Numbers
« on: May 10, 2015, 07:25:55 pm »
Well it's sorta steeling someone's thread, but sense it's labeled "axe random numbers" and I need help with "axe random numbers" I guess ils do it anyway  :P
Basicly I need a seeded 16-bit rNdom number genarator. I tried using theLCG method ,but I can't get it to work for some resone :(
If any 1 has some axe or asm code to implement a LCG RNG, I would be grateful if he/she would share it :P

205
Axe / Re: Axe Q&A
« on: May 08, 2015, 04:13:54 pm »
-snip-
Thanks you kind sir, i understand why you would have thought i was trying to insult runer. I am going to add a footnote to my post ATM to prevent further misinterpretation.
Edit: and yes I know perfectly well that all software and hardware has limitations.

206
TI Z80 / Re: HYBRID (8X+)
« on: May 08, 2015, 07:03:05 am »
I don't get it, so is  his a shell or os? ??? How can an os be "hybrid" and be in a the shape of an app for a different os? ???
Well, i decided to use that name because it shares the properties of both a shell & an OS.
Technically, it is executed from the original OS, like a shell, but once it's loaded, 100% of both executable & non-executable data is standalone.
That means it uses its own low level interactions with the hardware, and is free to use every single byte of RAM, just like an OS does.
Hybrid starts from the TI-OS, whereas an OS starts from the boot code. Apart from that, there is not so many differences.
Ok, the fact that it boots from the os explains it.

207
Axe / Re: Axe Q&A
« on: May 08, 2015, 07:02:04 am »
Instead of being rude, just use your brain and understand that it is reading from archive that is slow, and that there's nothing you can do about it. It seems wasteful ? Too bad, you can only do that.
Umm i was not trying to be rude... i was sad that you that was the only thing you can do... notice the cry emicons... If you think it was rude, then i apologize.
Edit: can i not show of my emotions without being "rude"?
Edit2: ime not going to -1 you because that will just start a flame war, but the "use your brain and understand" part was also rude  :-\ Just because i am restively new to non-ti-basic, and i still think that there is a way to achieve what i was trying to do does not make me stupid as you suggest with your "use your brain and understand" comment. Furthermore, considering the fact that i am  relatively new to non-ti-basic, i will always be unsure until i ether me or someone else makes it happen, or i just give up.

208
TI Z80 / Re: HYBRID (8X+)
« on: May 07, 2015, 07:44:50 pm »
I don't get it, so is  his a shell or os? ??? How can an os be "hybrid" and be in a the shape of an app for a different os? ???

209
Axe / Re: Axe Q&A
« on: May 07, 2015, 07:09:57 pm »
No. Keeping it archived means reads are still slow. And even if you did manage to speed up the archive reads, you still couldn't write back
So no matter what what I am forced to store a copy to ram? :'( come on runer use don't you use your magic to come up with anything?  ??? :'( :'( couse keeping a 32*384 tile map in ram just seems wastfull...
NB: this message is not meant  to be offensive or make fun of runer in any way.  At the time of posting i was feeling hopeless and lost because what i had in mind won't be possible.  :P

210
Axe / Re: Axe Q&A
« on: May 07, 2015, 03:46:36 pm »
-snip-
Alright. The only problem is that the data imd working with will likely be bigger then the amount of ram. Well actually it probably won't, but it will be very close. So i decided that the best thing to do would be to keep the data in a buffer temporarily, and when a different sector is required, to write the buffer back to the archive and load the new data. The "data" is a tile map for a minecraft clone, so there is a lot. Is there any way i can keep the var archived and still use my buffer approach?
When reading from archive, does it disable interrupts as well?
I believe so as interrupt based greyscale has to be reloaded after the file-IO in my project imd working on. Idk if the culprit is the archive / unarchive command thou.

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