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Messages - Munchor

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1501
TI Z80 / Re: Eitrix for TI-84 Plus
« on: May 19, 2011, 11:35:08 am »
I'll look into Crabcake.

Oh, yes, and I just uploaded to the omni downloads section and ticalc.org. I'll add links when the files are approved.

Omnimaga Downloads are always automatically approved.

1502
Great news, I want to do this to my calculator. :D

1503
ASM / Re: David's Z80 Assembly Questions
« on: May 19, 2011, 11:15:50 am »
That's actually a very good idea. I tried it but it's not working:

Code: [Select]
.nolist
#include "ti83plus.inc"
#include "dcs7.inc"
.list
   .org userMem-2
   .db $BB,$6D
Init:
  B_CALL (_ClrLCDFull)
  ld hl,0
 
Loop:
 
  ld b,8
  ld ix,MyImage
  ld a,h
  push hl
 
  call iPutSprite        ;Display Image
  call iFastCopy         ;Put it in the buffer
 
  B_CALL(_GrBufClr)      ;Clears the graph screen
 
  pop hl
 
  ;Draw line code
  push af
  push hl
  ld h,0
  ld l,63
  ld d,95
  ld e,63
  ld a,1
 
  call fastline
 
  pop hl
  pop af 
  ;End of draw line code
 
  ;Start of gravity code
  push af
  push hl
 
  ld a,8
  add a,l
  ld e,a                 ;Sets e to y+8
 
  ld a,h                 ;Sets a to x
 
  call iGetPixel
 
  pop de
 
  pop af
 
  and (hl)
  call z,SetGravity      ;If pixel below image is white, y=y+1
  ld l,e
  ld h,d
  ;End of gravity code
 
  ld a,$FE
  out (1),a
  nop
  nop
  nop
  in a,(1)
 
  bit 0,a
  call z,CheckMoveDown
 
  bit 1,a
  call z,CheckMoveLeft
 
  bit 2,a
  call z,CheckMoveRight
 
  bit 3,a
  call z,CheckMoveUp
 
  jp Loop

SetGravity:
  inc e
  ret

CheckMoveUp:
  push af
  ld a,l
  cp 0
 
  call nz,MoveUp
  pop af
  ret

MoveUp:
  dec l
  dec l
  ret

CheckMoveDown:
  push af
  ld a,l
  cp 56
 
  call nz,MoveDown
  pop af
  ret

MoveDown:
  inc l
  inc l
  ret

CheckMoveLeft:
  push af
  ld a,h
  cp 0
 
  call nz,MoveLeft
  pop af
  ret

MoveLeft:
  dec h
  dec h
  ret

CheckMoveRight:
  push af
  ld a,h
  cp 87
 
  call c,MoveRight
  pop af
  ret

MoveRight:
  inc h
  inc h
  ret

MyImage:
  .db $FF,$81,$81,$81,$81,$81,$81,$FF

Am I loading DE into HL the right way?

@calc84maniac: a is the X of the sprite.

1504
ASM / Re: David's Z80 Assembly Questions
« on: May 19, 2011, 11:04:28 am »
Np, and another thing: Don't be afraid to use gotos (JP/JR) in ASM. You could save a couple of bytes and some clock cycles by putting your MoveUp/MoveDown/MoveLeft/MoveRight routines inline (instead of in a separate CALL'd subroutine).

Ah yeah I only learnt how to use branched if's a while ago.

I have new code and a new problem:

Code: [Select]
;Draw line code
  push af
  push hl
  ld h,0
  ld l,63
  ld d,95
  ld e,63
  ld a,1
 
  call fastline
 
  pop hl
  pop af 
  ;End of draw line code
 
  ;Start of gravity code
  push af
  push hl
 
  ld a,8
  add a,l
  ld e,a                 ;Sets e to y+8
 
  ld a,h                 ;Sets a to x
 
  call iGetPixel
 
  pop hl
  pop af
 
  and (hl)
  call z,SetGravity      ;If pixel below image is white, y=y+1
  ;End of gravity code

1505
ASM / Re: David's Z80 Assembly Questions
« on: May 19, 2011, 10:52:28 am »
Code: [Select]
.nolist
#include "ti83plus.inc"
#include "dcs7.inc"
.list
   .org userMem-2
   .db $BB,$6D
Init:
  B_CALL (_ClrLCDFull)
  ld hl,0
 
Loop:
 
  ld b,8
  ld ix,MyImage
  ld a,h
  push hl
 
  call iPutSprite        ;Display Image
  call iFastCopy         ;Put it in the buffer
 
  B_CALL(_GrBufClr)      ;Clears the graph screen
 
  pop hl
 
  ;Start of gravity code
  push af
  push hl
 
  ld a,8
  add a,l
  ld e,a                 ;Sets e to y+8
 
  ld a,h                 ;Sets a to x
 
  call iGetPixel
 
  pop hl
  pop af
 
  and (hl)
  call z,SetGravity      ;If pixel below image is white, y=y+1
 
 
  ;End of gravity code
 
  ld a,$FE
  out (1),a
  nop
  nop
  nop
  in a,(1)
 
  bit 0,a
  call z,CheckMoveDown
 
  bit 1,a
  call z,CheckMoveLeft
 
  bit 2,a
  call z,CheckMoveRight
 
  bit 3,a
  call z,CheckMoveUp
 
  jp Loop

SetGravity:
  inc l
  ret

CheckMoveUp:
  push af
  ld a,l
  cp 0
 
  call nz,MoveUp
  pop af
  ret

MoveUp:
  dec l
  dec l
  ret

CheckMoveDown:
  push af
  ld a,l
  cp 56
 
  call nz,MoveDown
  pop af
  ret

MoveDown:
  inc l
  inc l
  ret

CheckMoveLeft:
  push af
  ld a,h
  cp 0
 
  call nz,MoveLeft
  pop af
  ret

MoveLeft:
  dec h
  dec h
  ret

CheckMoveRight:
  push af
  ld a,h
  cp 87
 
  call c,MoveRight
  pop af
  ret

MoveRight:
  inc h
  inc h
  ret

MyImage:
  .db $FF,$81,$81,$81,$81,$81,$81,$FF

Fixed. Thanks a lot Deep Thought.

1506
TI Z80 / Re: Eitrix for TI-84 Plus
« on: May 19, 2011, 10:36:57 am »
Oh did you hear you can now use CrabCake with Axe? So your program can haver more than 8K without becoming an App.

Either way, lots of good updates are good :D

1507
ASM / Re: David's Z80 Assembly Questions
« on: May 19, 2011, 10:36:14 am »
Hence why with _GetCSC (and Axe), down, left, right, and up are 1, 2, 3, and 4 :)

Ah I see :D

Code: [Select]
.nolist
#include "ti83plus.inc"
#include "dcs7.inc"
.list
   .org userMem-2
   .db $BB,$6D
Init:
  B_CALL (_ClrLCDFull)
  ld hl,0
 
Loop:
 
  ld b,8
  ld ix,MyImage
  ld a,h
  push hl
 
  call iPutSprite        ;Display Image
  call iFastCopy         ;Put it in the buffer
 
  B_CALL(_GrBufClr)      ;Clears the graph screen
 
  pop hl
 
  ;Start of gravity code
  push af
  push hl
 
  ld a,8
  add a,l
  ld e,a                 ;Sets e to y+8
 
  ld a,h                 ;Sets a to x
 
  call iGetPixel
 
  and (hl)
  call z,SetGravity      ;If pixel below image is white, y=y+1
 
  pop hl
  pop af
  ;End of gravity code
 
  ld a,$FE
  out (1),a
  nop
  nop
  nop
  in a,(1)
 
  bit 0,a
  call z,CheckMoveDown
 
  bit 1,a
  call z,CheckMoveLeft
 
  bit 2,a
  call z,CheckMoveRight
 
  bit 3,a
  call z,CheckMoveUp
 
  jp Loop

SetGravity:
  inc l
  ret

CheckMoveUp:
  push af
  ld a,l
  cp 0
 
  call nz,MoveUp
  pop af
  ret

MoveUp:
  dec l
  dec l
  ret

CheckMoveDown:
  push af
  ld a,l
  cp 56
 
  call nz,MoveDown
  pop af
  ret

MoveDown:
  inc l
  inc l
  ret

CheckMoveLeft:
  push af
  ld a,h
  cp 0
 
  call nz,MoveLeft
  pop af
  ret

MoveLeft:
  dec h
  dec h
  ret

CheckMoveRight:
  push af
  ld a,h
  cp 87
 
  call c,MoveRight
  pop af
  ret

MoveRight:
  inc h
  inc h
  ret

MyImage:
  .db $FF,$81,$81,$81,$81,$81,$81,$FF

I have new code, I need to decrease the y position of the sprite by 1 if the pixel below it is white to give a gravity effect. I'm using iGetSprite and have something wrong because there is no gravity at all.

What am I doing wrong?

Thanks in advance.

1508
TI Z80 / Re: Contest Entry - Time Shift
« on: May 19, 2011, 09:43:47 am »
Hello,
For the upcoming contest, my entry will be Time Shift.  This game is based on using the manipulation of time to solve physics based puzzles.  You will also have at your disposal a weapon similar to the gravity gun to pick up and shoot things at enemies.  You'll also be able to apply localized time manipulation, for example, to age them to dust or rewind them to infancy.  Full scale abilities include fast forward, pause, slow, and rewind - all of which apply to the world around you, but not you.
I've already got an event logger set up to handle rewinding, which is implemented already.

That reminds me of a game where you can go back in time, can't recall the name.

Good luck SirCmpwn, that looks really interesting.

1509
TI Z80 / Re: [2011 Axe Entry] Uncharted TI
« on: May 19, 2011, 09:27:15 am »
That sure looks amazing Ashbad, excellent job, also isn't it DALANIAN SOFT? I think it says DALAIAN. Just wondering, good luck!

1510
TI Z80 / Re: Contest Entry - Kirby
« on: May 19, 2011, 09:24:37 am »
I'll make kirby for this contest, which has less physics and it's platformer.
I'll not gonna put too much powers, but some basic one (e.g. Fire, Ice, Spark, etc)
Also, I'm planning on making external level editor with this one.

I love all Kirby platformers :D Good luck with this :)

1511
TI Z80 / Re: Contest entry - Continuity
« on: May 19, 2011, 02:58:49 am »
That seems really hard to make, good luck! The puzzle+platformer engine is very good, I hope you can make something alike =D

1512
ASM / Re: David's Z80 Assembly Questions
« on: May 19, 2011, 02:54:51 am »
Bit 0 is down, bit 2 is right.

Thanks a lot, that sure worked!

I sort of get it because of the table I can see here. The lowest value is stored in the lower bit (0).

The order is $FE, $FD, $FE, $F7. So 0,1,2,3, Down, Left,Right, Up.

1513
Miscellaneous / Re: How do you pronounce z80?
« on: May 18, 2011, 04:19:21 pm »
Oh!

xor gzor

That's how I read it :P

1514
Introduce Yourself! / Re: Hello
« on: May 18, 2011, 04:10:28 pm »
Fantastic! I'll try to find a TI-84+SE then. This seems like a very interesting, and to me new, world.

I'm sure you'll like it :D You can also code some PHP Utilities for us, since we lack some online utilities for calculator development.

Welcome to Omnimaga :D

1515
Axe / Re: Axe Q&A
« on: May 18, 2011, 03:55:11 pm »
I seriously have no idea how in Earth he freaking made that, seriously.

He can't tell you though.

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