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Messages - calcdude84se

Pages: 1 ... 146 147 [148] 149 150 ... 161
2206
News / Re: It's over 9000!
« on: June 07, 2010, 01:56:37 pm »
Snake X, please explain. As for summer, I'll probably be active, though somewhat reduced... (vacations and whatnot)

2207
ROM Hacking and Console Homebrew / Re: "Miuchiz" handheld
« on: June 07, 2010, 01:55:10 pm »
I think I can post again now, it's been more than half a day...
I think the thing has upgradeable firmware, and it, along with all information, is stored in a 16MB flash rom (when you put it in the mode for connection to a computer, it comes up as an unformatted flash drive with a 16MB capacity). That's a good amount of space. And given that the firmware is upgradeable, it may be possible to put custom software on it. Again, my only concern is that it may be able to be bricked, and I only have one device. Does anyone know how easy/difficult this thing is to brick?

2208
Axe / Re: Making Axe subroutines?
« on: June 07, 2010, 11:27:57 am »
The 8KB code limit is present on all the TI-83+ series. As for appending one program to another, it doesn't work like nemo said. Programs are compiled to be run from $9D95, or progstart. Just sticking one program to the end of another means that the jp, call, and some ld commands within the program won't work, causing an infinite loop or more likely a crash. And as of now, there is no way to change where programs are based.
As nemo said, there isn't a way to chain compilation of programs yet. If you must develop w/separate programs, then recall all of them into one large program when you need to compile.

2209
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: June 06, 2010, 10:58:30 pm »
No! It uses direct-key input, checking all the key-groups, ANDing their contents together, than performing a small manipulation to make sure that it returns 0 when no keys are pressed.
the bcall you mentioned is like how key input works on the homescreen, with you being able to press 2nd and alpha w/o the routine returning.

2210
Axe / Re: How does 4-level greyscale work in Axe?
« on: June 06, 2010, 10:55:01 pm »
I would think it would be slower, for while ClrDraw is just a single event, it happens for each Pt-Off, with the added fun of sprite drawing. I'd test it to make sure though. (Use an 84+(SE) and a BASIC program enveloping it)

2211
ROM Hacking and Console Homebrew / Re: "Miuchiz" handheld
« on: June 06, 2010, 10:52:51 pm »
oh wow, I think I have one of these lying around somewhere. I might be able to use it still, if I want to...
Custom software would be cool given the potential. Just make sure you don't brick it. :P

2212
Axe / Re: How does 4-level greyscale work in Axe?
« on: June 06, 2010, 10:47:27 pm »
yes, that is right exactly. If you want more control over what is cleared, use masking.

2213
General Calculator Help / Re: Just curious...
« on: June 06, 2010, 10:39:36 pm »
Not BASIC, I don't think, that's why you can run 15KB basic programs but not 15KB ASM programs (ignore the code size limit for right now)
For ASM, you normally don't use other programs containing subroutines (when's the last time you saw an ASM lib for ASM programmers?) The only calls that occur to outside of a program are bcalls, which run from where they are in the OS, and calls to shells like ion, mirageos, doorscs, etc. Those are also written to run from where they are. (Apps are in $4000-$7FFF, btw)
If for some reason you did make an asm library (not a very practical idea in ti's os), it would have to either be completely relative (no ld, call, or jp commands referring to w/in the program), or you have to have a way to find the current value of the PC (for which you have to know where certain code is, I guess the program that uses the library could set up some code at a certain free RAM location, statvars for instance, that contains something like ld hl,(sp) \ ret, which just returns the current PC of the caller in hl). But doing relative calculations is messy, unless it can be compactly done with, say, RST's, which are part of the OS and therefore unchangeable.
Well, that was long. I hope I answered your question. :)

2214
TI Z80 / Re: TI Developer
« on: June 06, 2010, 04:18:14 pm »
Looks like a TI-84+ (not SE) to me...
I might try this later, it sounds cool.

2215
TI Z80 / Re: Calcalca
« on: June 06, 2010, 04:16:37 pm »
Should there be a space after 10? I haven't tried it myself, so I'm just throwing out suggestions. Also, maybe it should be IN, rather than INCH? (Maybe case matters too)

2216
Axe / Re: Enlarging sprites?
« on: June 06, 2010, 04:14:41 pm »
So we can't think of anything efficient. Does anyone know something that does it efficiently? (I'm asking our ASM experts here)

2217
Axe / Re: Simple Question Concerning Numbers
« on: June 06, 2010, 01:23:04 pm »
but you have to remember what is what, because they aren't all, say, 2-byte aligned.

2218
Axe / Re: Enlarging sprites?
« on: June 06, 2010, 12:38:02 pm »
I don't think there's an efficient, good-looking way to do it automatically. (Someone correct me if I'm wrong). If you just want to double the size of a sprite with no regard to de-pixelizing it, well, I can't think of an efficient way to do it. I'll think about it...

2219
Axe / Re: Enlarging sprites?
« on: June 06, 2010, 12:25:50 pm »
What do you mean by enlarge? Draw a normally 8*8 sprite 16*16? You can't enlarge any image w/o losing resolution, though if you mean anti-aliasing it somewhat, you could write a program or do it by hand.
Sorry if that made no sense, I did the best I could considering I didn't completely understand you're question.

2220
Axe / Re: Map editor help: more appvar reading/creating issues
« on: June 06, 2010, 10:06:21 am »
Gee, that's terrible. Well, if we can't convince you... I'm sorry. :(

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