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ASM / Re: Useful Routines
« on: January 05, 2012, 12:56:41 pm »
You're right, i love looking at how people go about their tilemappers. Thanks for sharing!
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. 781
ASM / Re: Useful Routines« on: January 05, 2012, 12:56:41 pm »
You're right, i love looking at how people go about their tilemappers. Thanks for sharing!
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ASM / Re: Useful Routines« on: January 05, 2012, 05:44:27 am »
I think pretty much everyone knows about z80 bits, but:
http://baze.au.com/misc/z80bits.html Also, there's a nice French site which talks about z80 multiplication/division: http://projets.infos.free.fr/CPC/CPC_MultiplicationsDivisions.php5 Later i can maybe upload my tilemap routine or maybe my number-to-string routine. EDIT: Here's the number-to-string routine i wrote: http://pastebin.com/sudK27tC (anti-copyright) And here's a simplified version of the 16x16 tilemap routine i wrote (though i was using a 7(wide)x5(tall) buffer): http://pastebin.com/hxtH1Vqu (anti-copyright) It's a bit smaller than the one you posted and maybe a bit faster as i incorporated the sprite drawing directly into the routine, not using a separate sprite routine, but i haven't checked, so i dunno. I'm really bad at multiplication routines, i usually do things by multiples of two or use a simple routine similar to what everyone else uses. I should look into how z80 math works a bit more... 783
ASM / Re: ASM Command of the Week« on: January 03, 2012, 07:12:20 pm »
Well, my laptop busted (or rather, i busted my laptop) but i had made a fairely recent backup of it (the code on yaronet). Right now i'm a bit spread out but especially once i get Monopoly taken care of (a project that's been biting at my feet for maybe 8 years now) it's next on my hitlist. Actually, a lot of the work i've done with the Monopoly text/menu engine will probably be carried over into the RPG. One of the big things i need to do now is work on the story a bit. Thanks, btw
Does anyone have any suggestions for the next "Command of the Week"? 784
Other Calculators / Re: 83+ discontinued in some areas?« on: January 03, 2012, 07:02:31 pm »
The 83+ was always fairly stable (i'll never upgrade beyond 1.12). With the SE a lot of problems started popping up, incompatibility with certain games, etc. but the extra memory was definitely worth it. Still, i'd never consider programming a 15mhz-only program, as the 82/83/+ hold a special place in my heart. Some things, like calc84maniac's incredible emulator or some of the 3D projects which would otherwise be impossible at the slower speed/without the extra hardware of the newer calcs, i can sympathize with. But it seems to me like a lot of people use the faster speed to get away with sloppier coding. Besides, with all the newer models it seems there's so much inconsistency. Who'd of thought that wanting to stick with my trusty old 83+ would make me into an old-timer? Has so much time really passed? The only person i still see around clinging to their 82 is DigiTan
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[DE] Andere TI- und Casio-Diskussionen / Re: ASM-programmierer« on: December 31, 2011, 02:46:05 pm »
Willkommen, im deutschen Bereich, mdr1
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ASM / Re: Constructive and Creative uses of RLD and RRD« on: December 31, 2011, 11:00:35 am »
Well, it doesn't really matter now as i see what code you were talking about in Hayleia's post. Btw, what exactly do you mean by "hexidecimal sprites"? I'm trying to figure out what exactly your code does.
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ASM / Re: Constructive and Creative uses of RLD and RRD« on: December 31, 2011, 05:32:36 am »
Unless i'm missing something, the first just says "Array", maybe you pasted the wrong thing?
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ASM / Re: ASM Command of the Week« on: December 30, 2011, 01:09:06 pm »
Ok, i'm not really too interested in grayscale, but i'd like to see how masking sprites might work out.
Here's some basic code to draw a masked byte to the gbuf: Code: [Select] ;ix=masked byte to draw So that would become:Code: [Select] ld a,(ix) Which is an extra byte larger. I've always drawn my masks like this:sprite: %00011000 %00111100 %01111110 %11111111 mask: %11100111 %11000011 %10000001 %00000000...a 1 being a byte to preserve in the gbuf (whereas i suppose with the xor method it'd be inverted). If you want, i've got some code from a masked sprite routine i wrote a while back for an rpg i was working on that we could try to optimize I don't like how i went about it, first rotating/loading the mask onto the gbuf and updating the gbuf, then rotating/loading the sprite onto the gbuf (drawing twice to the gbuf). Code: [Select] drawPlayerLoop:
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ASM / Re: ASM Command of the Week« on: December 26, 2011, 01:59:03 pm »Possibly one of the best uses of XOR is in combination with AND, to act as a bitwise multiplexer.What could you/would you want to use this for? I think this is an interesting topic and would like to see it continue Like Hot_dog, i often use xor to flip bytes. I think i'm pretty unimaginative though when i code. 790
[FR] Autre Sujets de Programmation TI, Casio et Aide / Re: Le LuaFX a besoin de programmeurs motivés !!« on: December 14, 2011, 06:57:10 am »
Ah merci
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[FR] Autre Sujets de Programmation TI, Casio et Aide / Re: Le LuaFX a besoin de programmeurs motivés !!« on: December 12, 2011, 10:20:34 am »
De petites suggestions:
Je sais pas ce qu'il est, ce LuaFX, c'est la même chose que Lua ? Je n'ai pas d'Nspire etje ne sais programmer Lua, mais peut-être je peux t'aider avec les traductions ? On peut pas programmer ASM pour les Nspires ? 792
ASM / Re: Linux - assembler for TI-83+« on: October 30, 2011, 04:02:16 pm »
I'd just install burntfuse's linux ide, that always worked wonderfully for me. That and PindurTI through wine (WabbitEmu gave me weird problems). Welcome to the asm world!
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ASM / Re: I don't know what's wring with this code D:« on: October 30, 2011, 03:42:39 pm »
Ok, so it's been a few months since i've touched z80, but i think you could do something like this:
Code: [Select] cp 3 ;check if we are going horizontally or vertically, i might have this backwards Here are your equates:kDown .equ 04h kUp .equ 03h kLeft .equ 02h kRight .equ 01h 10000000 right 01000000 left 11000000 up 00100000 down after first shift we have: 00 r 10 l 10 u 01 d which is more usable, as with r/d we need to increment and with l/u we need to decrement. Now another shift lets us use the carry flag. To do boundary checking, you could just use b instead of acting directly on hl: Code: [Select] ld b,1 You'd probably also want to test that a>0 & a<5, or at least that a isn't 0. I'm not sure if the code i gave you will actually work as i just wrote it off the top of my head, but maybe it'll give you something to think about even if it's completely useless EDIT: Oh, and of course you would ld hl,Coor beforehand (vs ld hl,(Coor)). EDIT2: Ah! And one more thing, i'd check for kClear before the other tests. EDIT3: I imagine you've already discussed it, but the problem with your original code is probably your calls. You check a key, change the value of "a", then return to check for another key. You are almost certainly calling multiple labels at a time at each keypress (especially since many of the X/Y values match the getkey values) 794
[FR] Autre Sujets de Programmation TI, Casio et Aide / Re: Quel langage sur TI préférez-vous ?« on: October 30, 2011, 01:31:28 pm »
Merci, je crois bien que je retournerai bientôt aux forums, j'ai plusieurs projets à terminer et j'aurai enfin le temps d'y dédier mon temps D'ailleurs, j'aimerais programmer quelque chose pour le concours de yAronet et peut-être instiller un peu d'activité dans la communauté asm.
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[FR] Autre Sujets de Programmation TI, Casio et Aide / Re: Quel langage sur TI préférez-vous ?« on: October 19, 2011, 09:04:47 am »
Je crois que tous qui me connaissent sauront qu'il n'y a qu'un langage dans laquelle je programme, et ça c'est l'assembleur. Ce qui me surprend surtout c'est qu'il n'y en a pas plus, des programmeurs d'asm, car je croirait qu'avec tous ces nouveaux langages on aurait envie d'explorer plus le pouvoir (si l'on peut l'appelle ainsi) de sa calculatrice.
Salut à tous |
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