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Messages - calcdude84se
Pages: 1 ... 157 158 [159] 160 161
2371
« on: May 08, 2010, 08:21:40 pm »
But think of what you'd be missing! Multiple pathways, items used right before entering a level, and fights w/the chance enemy! I guess it depends on how far calc84maniac want to take this.
2372
« on: May 08, 2010, 07:05:30 pm »
For this: ld a, 250 ld e, 6 add a, e ; Remember that a cannot be bigger than 255, so it resets to zero should you say that a is zero b/c 256==0 (mod 256) (or something like that)? because replacing that 250 w/a 253 would make a 3 after the add. Other than that clarification (maybe) I found that lesson pretty good. Oh, to answer your question (why ld a,0 doesn't reset the zero flag), IIRC it's because the flags aren't affected by ld (except for ld a,i and ld a,r). You're not performing anything requiring the ALU or doing anything truly requiring the flags in general, so they aren't changed.
2373
« on: May 07, 2010, 08:04:07 pm »
Nice concept. I may download it.
2374
« on: May 07, 2010, 05:04:51 pm »
Oh... I was looking forward to having sub-forums in dead languages like latin/sanscrit/name your favorite (I couldn't come up with others).
2375
« on: May 07, 2010, 07:28:30 am »
I found it from many links from UTI, which I had first joined w/the intent of getting a couple files. Didn't stay that way though...
2376
« on: May 06, 2010, 08:44:20 pm »
I've seen that done, and that could actually work.
2377
« on: May 06, 2010, 08:43:24 pm »
Let's see, did you try: RAM Clear GarbageCollect Pulling all the batteries out, let the calc sit for hours, and then try these things again OS reinstall MEM Clear
I think that's a better order to try things. ztrumpet: What's the difference between resending and reinstalling the OS?
2378
« on: May 06, 2010, 08:35:13 pm »
How many app pages is this gonna be? I'm not sure if one page could contain all the epic-ness.
2379
« on: May 06, 2010, 08:29:12 pm »
A sprite comic, oh fun. This could be interesting. I would suggest limiting each frame of the comic to 96*64 pixels (though by 'pixel' I mean uniformly colored constant-sized square) and 8-level grey-scale, but that seems a bit too limiting.
2380
« on: May 06, 2010, 08:21:47 pm »
If I ever feel like it, I may try to do better. So far I do it by the techniques in the solutions manual, which I memorised. Since those techniques aren't optimal, I could obviously do better. Some day, maybe...
2381
« on: May 05, 2010, 06:46:21 pm »
You can use it w/some unintended features of the parser (like how I implement subroutines), but yeah, you shouldn't ever unless you really know what you're doing. If you're not careful, it will be in a piece of infrequently executed code, and, just about as the player is about to get a high score after playing a few times for a few hours (must be a good game ), BAM! ERR:MEMORY. And that would just suck.
2382
« on: May 05, 2010, 07:43:26 am »
Actually, extension of all drawing functions to the back-buffer would be nice...
2383
« on: May 04, 2010, 06:21:48 pm »
Yeah, nobody ever really made use of that feature.
2384
« on: May 04, 2010, 05:26:56 pm »
Could the Pxl and Point commands be extended for drawing to the back-buffer? Could be useful for grey-scale.
2385
« on: May 04, 2010, 08:01:50 am »
I have a suggestion: could Horizontal be extended to allow scrolling 1 byte at a time instead of just 1 bit? I would think such code would be more optimized than 8 single-scrolls.
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