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Messages - miotatsu

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106
ROM Hacking and Console Homebrew / Re: "Miuchiz" handheld
« on: June 07, 2010, 02:42:04 pm »
no idea, but if they still sell them they should be relatively cheap
I have been looking into info on the microprocessor, i have not found much information besides that it is probably a SST39VF1681 (which is a 6502 clone?) and if my information is correct a 6502 runs at 1 to 2 MHz.

107
ROM Hacking and Console Homebrew / "Miuchiz" handheld
« on: June 06, 2010, 08:54:08 pm »
I found an old toy from a few years ago and im wondering if it would be possible to develop for it :{O
it looks like this:

and i found the following information on it:
http://forums.parallax.com/forums/default.aspx?f=25&m=383480

It has a nice little lcd, a usb connector, an internal speaker, and looks like it has good potential (A 6502 microprocessor clone?)

If possible i would like to be able to put custom software on this thing :{o

EDIT: more info:
http://translate.google.com/translate?hl=en&sl=de&tl=en&u=http%3A%2F%2Fwww.mikrocontroller.net%2Ftopic%2F146804
http://www.sst.com/products/?inode=41433
Quote
Powertip LCD color FP-00478-02
Flash IC SST39VF1681 Flash IC SST39VF1681
2 Quarze 16 MHz und 32768 KHz 2 Crystals 16 MHz and 32768 KHz
Mini-Lautsprecher Mini Speaker
SMD 3,3 Spannungsregler SMD 3.3 voltage regulator
2 Ferrit-Filter am USB-Eingang Two ferrite filters on the USB input
3 Batterien Micro 1,5 V 3 batteries 1,5 V Micro

LCD info is on:
http://forums.parallax.com/forums/default.aspx?f=25&m=383480

108
Computer Projects and Ideas / Re: Piworld PC
« on: June 06, 2010, 08:45:49 pm »
as of yesterday piworld pc is back in development :D
however i will be going on vacation for a few days on Wednesday so there will be a small break in development then.

109
Miscellaneous / Re: Do you fear your own reflection?
« on: June 03, 2010, 08:11:57 pm »
personally i love to stare at myself in the mirror, no idea why but i always have. I guess I just know a handsome guy when i see one! ;O

110
they are required, it will throw errors without them for me

111
I was using spasm, the include file that came with the recently released zip with tutorials 1-12 apparently likes bcall(_stuff) :p

112
Miscellaneous / Re: End of activity peak?
« on: May 22, 2010, 07:49:10 pm »
9 days left for me, then it will be right back to piworld pc development :D

113
Computer Programming / Re: Lolcode Tutorial
« on: May 12, 2010, 01:47:14 am »
exactly^ however there is one benefit to it besides just for fun/jokes: it is very simple and very small, i would say it is even easier than ti-basic, which makes it a good language for anyone starting out with programming imo

114
Computer Programming / Re: Lolcode Tutorial
« on: May 11, 2010, 07:21:29 pm »
its programming but for lolcats.

115
Computer Programming / Re: Lolcode Tutorial
« on: May 11, 2010, 06:24:57 pm »
part II is out!
Okay so how do we make anything useful with it?

Welcome to Part II of the lolcode tutorial:
making something almost sort of useful

Lets make a small example program, how about a program that
calculates the amount of xp needed for any given level in
the game Volund?

The first thing you will need when making a mathematical
program is the formula or equation that the problem uses.
In this case we are lucky, people have already figured out
what the equation for calculating xp in volund is, it is as
follows:

xp = ((((level*(level+1))/2)*10)+600)

that sure is a mouthful isn't it?
so lets start off by making a simple Input/Output system.
What do we need to start?
We need variables.
to be exact we need two variables, one for xp and one for
level. The user will input the level and it will output the
xp.
okay now lets start coding!

OBTW DIS PROGRAM CALCULATEZ TEH XP UP TO AT LEAST LVL 100
LOLOLO
DIS CODEZ IZ PROPERTIEZ OF TEH ELITE MIOTATSUZ
TLDR
HAI 1.2
I HAS A XP
I HAS A LVL

Woah woah woah, whats that stuff in the beginning?
don't worry, its just a comment.
OBTW declares the start of a comment, anything inside it is
ignored by the interpretter or compiler, it does nothing.
so why put it there? because commenting code can help you
keep track of things, leave notes, explain what a program
does, etc. It is mainly for personal reference.
okay so we started a comment but how does it know when the
comment is done?
with TLDR
anything between OBTW and TLDR is a comment.
there is more than one way to comment however!
you can start an OBTW only on an empty line OR after a line
with code on it if there is a comma, such as:

I HAS A VAR ITZ 12,  OBTW this is a long comment block
see, i have more comments here
and here
TLDR, I HAS A FISH ITZ BOB

as you can see the same applies to TLDR but before the next
line of code.

There is even more to it than OBTW/TLDR though!
welcome to the wonderous world of single line comments.

examples:

I HAS A VAR ITZ 12 BTW VAR = 12
I HAS A VAR ITZ 12,BTW VAR = 12
I HAS A VAR ITZ 12
BTW VAR = 12

as you can see you can do the same thing with just BTW but
keep in mind that it can only be one line long and at the
end. You can use it by setting it off by a space, comma, or
new line.
Next up is the start of the program, we enter the program
at HAI 1.2
and then we declare to variables, XP and LVL

next up we want to ask the user to input a level:

VISIBLE "Lvl:: "!
GIMMEH LVL

this shouldn't be anything new, its just VISIBLE and GIMMEH
and now we are ready for the real magic:

XP R SUM OF LVL AN 1
XP R PRODUKT OF XP AN LVL
XP R QUOSHUNT OF XP AN 2
XP R PRODUKT OF XP AN 10
XP R SUM OF XP AN 600

Wait what?
this is wheer we calculate the Xp, remember that formula i
posted up there?
((((level*(level+1))/2)*10)+600)
yeah that.
Lolcode has a rather annoying way of doing math, but it
works.
You should not use conventional math strategies if you want
to stay 1.2 compliant, stick to what is given in the spec:

SUM OF <x> AN <y>       BTW  +
DIFF OF <x> AN <y>      BTW  -
PRODUKT OF <x> AN <y>   BTW  *
QUOSHUNT OF <x> AN <y>  BTW  /
MOD OF <x> AN <y>       BTW  modulo
BIGGR OF <x> AN <y>     BTW  max
SMALLR OF <x> AN <y>    BTW  min

you can find other useful things in the spec such as
boolean operations, i will just cover these however.
in order to make this work we will work from the inner most
parenthesis outward, following algebraic order.
the inner most set of parenthesis are:
(level+1)
so that is what we will do, this will be stored into XP as
a temporary result:

XP R SUM OF LVL AN 1
next we have:
(level*(level+1))
which is now
(level*(XP))
or simply
XP R PRODUKT OF XP AN LVL note that yet again we are
storing to XP with R
next up we divide the result by two, which i'm sure you can
see will be:
XP R QUOSHUNT OF XP AN 2
finally we finish it off by multiplying it by 10 and adding
600.
XP R PRODUKT OF XP AN 10
XP R SUM OF XP AN 600

so thats how we do math. exciting, i know.
now we just display it and end the program
VISIBLE "XP:: " XP
KTHXBYE
this isn't very useful though is it? we can only do one
calculation every time we run it!
so lets make it loop, or that is to say.
once the program is finished lets make it jump back to the
start of the program instead of exit.
how would we do that?
check out what the spec has to say about loops.

IM IN YR <label> <operation> YR <variable> [TIL|WILE
<expression>]
<code block>
IM OUTTA YR <label>

Okay so what does this say? we can use IM IN YR <label> to
loop and stuff. what about all that other stuff? the
operation variable combo gives it something to test and TIL
and WILE for testing and what not but I won't cover that just yet, we just want it to jump back to the top no matter what as long as the program is done
lets make a label called BASE, whenever it hits IM OUTTA YR BASE
it will jump back to IM IN YR BASE
but keep in mind that where you place these commands is very, VERY important.
take a look:
Code: [Select]
OBTW DIS PROGRAM CALCULATEZ TEH XP UP TO AT LEAST LVL 100 LOLOLO
DIS CODEZ IZ PROPERTIEZ OF TEH ELITE MIOTATSUZ
TLDR
HAI 1.2
IM IN YR BASE
I HAS A XP
I HAS A LVL
VISIBLE "Lvl:: "!
GIMMEH LVL
XP R SUM OF LVL AN 1
XP R PRODUKT OF XP AN LVL
XP R QUOSHUNT OF XP AN 2
XP R PRODUKT OF XP AN 10
XP R SUM OF XP AN 600
VISIBLE "XP:: " XP
IM OUTTA YR BASE
KTHXBYE

note that the loop (label) is placed at the very beginning of the program and the ending label (goto) is placed at the end right before the KTHXBYE, this means that the program will never end, you have to hit the X to close it.

next tutorial i will cover more advanced uses of looping.

116
Other Calculators / Re: A calculator game in GOOGLE ADS :O
« on: May 11, 2010, 06:02:52 pm »
followed him on twitter :{D

117
TI-BASIC / Re: multi-bit full adder, need help debugging! :O
« on: May 10, 2010, 07:50:11 pm »
increased the adder size to a nibble and finished the i/o stuffs i will post the source in a sec if anyone wants to see :D next i will be changing it into an adder/subtractor

Edit: heres the source

Code: [Select]
:ClrHome
:1->O
:Lbl 1
:Delvar MDelvar L131->dim(L1
:1->P
:1->I
:28->L
:For(N,0,1
:While L>M
:Repeat A
:getkey->B
:(B=92)+(B=102->A
:(B=92->L1(P+L-7
:End
:Output(O,I,Ans
:I+1->I
:L-7->L
:End
:29->L
:M+1->M
:Output(O,I,"+
:I+1->I
:End
:Output(O,I-1,"=
:For(N,0,3
:L1(P) xor L1(P+1->L1(P+3
:Ans xor L1(P+2->L1(P+6
:L1(P+2) and L1(P+3->L1(P+4
:L1(P) and L1(P+1->L1(P+5
:Ans or L1(P+4->L1(P+9
:P+7->P
:End
:28->L
:For(I,11,14
:Output(O,I,L1(L
:L-7->L
:End
:O+1->O
:Goto 1

also to be clear, that delvar line is
:Delvar M
:Delvar L1
:31->dim(L1
not
:Delvar M
:Delvar L
:131->dim(L1

118
Computer Projects and Ideas / Re: BasiC++
« on: May 10, 2010, 07:39:44 pm »
right now this project as well as piworld have been put on hold until June, however i have not forgotten about it! I have been thinking that when i get back into it i will start with a full implementation of ti-basic and then maybe xlib/celticIII as well, after that is finished i would like to expand it with the ideas that i originally had in mind for this project, such as support for custom screen size, color, sound, etc.

119
TI-BASIC / Re: multi-bit full adder, need help debugging! :O
« on: May 08, 2010, 10:51:04 am »
okay i found some small errors and tweaked a few things internally and now it works, i am going to change the input and output methods and then i will post the working source in case anyone is interested
also if you are wondering why i was working on a full adder in ti-basic, its because i am planning a little virtual-calculator-on-a-calculator
I started with a flip-flop and then a 1-bit full adder, now the 3-bit full adder, my next plan is to increase the size of this full adder to probably 1 byte, and then i will make it into a signed adder/subtractor :D

120
TI-BASIC / Re: multi-bit full adder, need help debugging! :O
« on: May 08, 2010, 12:47:33 am »
ah, i see now. I think that is why the output is wrong too then, it looks like it is right but just messed up because of that ordering, i will switch that quick and see if it gives the output i originally expected heh

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