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Messages - chickendude

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346
News / Re: Contest 2013 Calculator Gaming Roots
« on: September 27, 2013, 03:50:18 am »
Where should we make topics for this contest, in the z80 projects forum?

347
ASM / Re: unrecognised instruction
« on: September 26, 2013, 03:14:17 pm »
Great :) I'd recommend using a different assembler, though. I use spasm. It's much easier, faster, smaller, less buggy, and more powerful/flexible. Another popular assembler is Brass.

348
News / Re: Contest 2013 Calculator Gaming Roots
« on: September 24, 2013, 03:48:00 am »
Cool, i like this contest idea :)

349
HP Calculators / Re: Let's hack the HP Prime!
« on: September 19, 2013, 05:21:44 am »
I'm just waiting to get my hands on one. Finding a way to run machine code is quite a bit over my head, but once we get there i'll be more active :)

350
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: September 16, 2013, 10:56:24 am »
Personally i don't think grayscale is worth dropping 83+ support. Sometimes it looks nice, but in general i think B/W looks much better.

351
TI Z80 / Re: HexTok
« on: September 16, 2013, 10:53:53 am »
That's how all the old programs that let you use 100 strings/pictures in BASIC programs worked ;)

352
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: September 14, 2013, 04:53:34 pm »
But.. why would you need different buffers? You can use the same 768 bytes for both. When running the battle engine you won't be running the tilemap engine, you can use the same space for both.

353
ASM / Re: Redesigning Menus
« on: September 14, 2013, 04:32:16 pm »
I don't know all the fancy terminology, sorry, someone else can probably fill you in on that. Essentially _PutS reads the string from the address in HL, but an application is stored in flash (in the memory bank that covers $4000-$7FFF). When you jump to the bcall, the flash page that was loaded into that memory bank gets swapped out and the page the bcall is on gets swapped in. Thus the string that was in your application is no longer loaded at that address. _PutC draws the character loaded in the accumulator (a) so you don't have to worry about all that. Another option would be loading your string into safeRAM before calling _PutS.

354
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: September 14, 2013, 02:19:17 pm »
Faster and smaller code, apparently. ;)

355
ASM / Re: Redesigning Menus
« on: September 14, 2013, 07:24:34 am »
I would quit programming on-calc and use spasm or brass to assemble with and TilEm2 or WabbitEmu (or even PindurTI) to debug. What exactly do you need help with? Setting up the hook? Coding the menu?

EDIT: From the information on WikiTI i just built a quick program (well, app) to install a raw keyhook to check if Prgm was pressed.
To assemble you'll need ti83plus.inc and app.inc, attached. To assemble you might need to download spasm.
Code: [Select]
#include "ti83plus.inc"
#include "app.inc"

defpage(0, "PrgmMenu")

start:
bcall(_ClrLCDFull)
bit rawKeyHookActive,(iy+sysHookFlg) ;check if hook is active
jr z,activate
;uninstall hook
ld hl,uninstalledTxt
call AppPutS
bcall(_ClrRawKeyHook)
jr quit
;install hook
activate:
ld hl,installedTxt
call AppPutS
in a,(6) ;load the current page into a
ld hl,prgmMenu
bcall(_SetGetKeyHook)
quit:
call pause
bjump(_JForceCmdNoChar) ;ciao!

AppPutS:
ld a,(hl)
or a
ret z
bcall(_PutC)
inc hl
jr AppPutS

pause:
xor a
out (1),a
push af
pop af ;delay for slower calcs
in a,(1)
inc a
jr nz,$-3 ;wait for all keys to be released
in a,(1)
inc a
jr z,$-3 ;wait for a key to be pressed
ret

installedTxt:
.db "Hook Installed!",0

uninstalledTxt:
.db "Hook Uninstalled",0

prgmMenu:
.db 83h ;required byte
cp kPrgm ;check if [Prgm] was pressed
ret nz
ld hl,noMenuTxt
call AppPutS
call pause
bcall(_ClrScrn)
bcall(_HomeUp)
xor a ;set z to ignore keypress
ret

noMenuTxt:
.db "Haha! Now you   have no menu!",0

I'd never used hooks before, either, but the information's out there :)

356
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: September 14, 2013, 07:16:28 am »
Updating animations while scrolling is probably more trouble than it's worth anyway. It looks nice, though :) My favorite part of a new project is writing a new tilemap routine ;)

357
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: September 13, 2013, 08:43:52 am »
I also think the grass moves too quickly, i'd cut the speed at least in half. Btw, are do the animations continue when the player is moving (unaligned)?

358
ASM / Re: 82 Parcus documentation
« on: September 12, 2013, 10:53:42 am »
I've never heard of the Parcus, is it related to Rom 19.006?

359
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: September 11, 2013, 06:10:47 am »
I don't think Xeda meant that tilemapping was difficult to do but rather that their code might be a little difficult to dive into if you aren't already familiar with it and how everything works.

360
TI Z80 / Re: G8LIB - 8 level grayscale lib for Axe!
« on: September 10, 2013, 05:39:01 pm »
I don't think there's any issue with including Spasm. You'll also see why it's included if you read the readme ;)

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