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Messages - ralphdspam
Pages: 1 ... 13 14 [15] 16 17 ... 63
211
« on: September 23, 2011, 05:38:11 pm »
As the term Application-Specific implies, the chip is only manufactured for TI's graphing calculators. They don't publish a data sheet. Kerm is the best bet for that kind of information. I may, in the next few weeks, be able to provide micrographs of the ASIC, but that's a long way from a pinout.
The TI-84+ and the TI-84+SE appear to use exactly the same ASIC; only the actual flash chip differs. Be aware that there are at least three known revisions of the ASIC, whose pinouts may all be quite different.
I guess I'll get my oscilloscope...
212
« on: September 22, 2011, 08:29:28 pm »
Can it be an Axe problem? I'm running 1.0.3.
Perhaps a better question Wellen: Are you using the correct copy of Axe 1.0.3? The official Axe 1.0.3 released by Quigibo has a big problem with multiplication that will undoubtedly break lots of calculations in Zedd. That is why I created this version to specifically address and fix this bug.
Thanks, Runer! It did turn out to be a problem with the version of Axe. I can't wait to see what new games we will have with this library!  Axe is a great language for a physics library, because it is less intimidating than ASM (to many programmers) and more powerful than TI-BASIC.
213
« on: September 22, 2011, 01:41:10 am »
That's so weird, I wonder why that could be happening o.O And it works fine on my wabbit too
Oh, I was trying it on my TI-84 Plus SE. Can it be an Axe problem? I'm running 1.0.3.
214
« on: September 22, 2011, 01:24:41 am »
I think I have the latest version... I dunno. But I still managed to pull a block through a tile and then make it fly away and disappear 
I tried the app, and the rope went berserk. o.O
215
« on: September 21, 2011, 05:29:53 pm »
Four function? I think it might be able to do Sine.  All of these physics programs are great examples of Axe's powerful instructions and capabilities. Great job! Keep up the great work!
216
« on: September 21, 2011, 02:33:17 am »
Hi. Recently, I have been interested in hardware mods for the 84 Plus SE. Do we have any documentation of the different pinouts of the ASICs? Thanks.
217
« on: September 20, 2011, 09:32:56 pm »
Uhh... I don't know where that 8KB of RAM at $0000-$8000 came from 
What? EDIT: Got my hopes up. :'( I should learn how to be more skeptical.
218
« on: September 20, 2011, 09:27:03 pm »
Edit 2: After a bit of googling, I think the smaller chip you found is our beloved crystal. This thing runs the internal clock as well as a set of super precise timers that are available to assembly programmers. This description fits since that chip only appears to have 2 leads.
Woa! So we can (with a little more research) overclock the 84 Plus SE now? 8 KB - Reserved for OS usage. I believe these are addresses 0000h to 8000h on Page 0.
Can I use this ram for rst hijacks in cpu-intensive programs, such as emulators? (Of course, I won't be able to use bcalls.)
219
« on: September 20, 2011, 09:10:24 pm »
Both have C programming, so porting shouldn't be too big of a problem. Both use the SuperH 3, iirc., so ASM programs can be ported without too much trouble.
220
« on: September 19, 2011, 11:39:34 pm »
Poor IE. I feel pity for him. :'(
221
« on: September 18, 2011, 09:06:44 pm »
While smartphones are a viable and profitable gaming platform, I do not see them replacing gaming consoles anytime soon. Gamers have strong emotional attachments to certain brands. (Nintendo fanboys, Sony fanboys, etc.) Also remember that personal computers were not able to phase out gaming consoles either. Cloud based gaming, however, may reach some success. Consumers will be able to play their favorite consoles and games without having to buy special hardware upgrades. This is all just my personal opinion. I can be completely incorrect.
222
« on: September 18, 2011, 08:33:43 pm »
lolwut
223
« on: September 18, 2011, 08:25:23 pm »
I think a puzzle game would be nice.  Reflex games are difficult to make in TI-BASIC because of its speed; you would have to put a lot of work into optimizing the heck out of it.
224
« on: September 18, 2011, 05:13:39 pm »
Actually, you'll notice that instead of doing the stupid subtraction with B, they should have just done CP 9 since they restore A 
Oh, lol. I didn't notice the push af in the beginning. Wow... ...and they use "cp 0" earlier even though they use "or a" before. It's like they have a memory span of a goldfish or something. This is absolutely inexcusable and yet somewhat hilarious.
225
« on: September 18, 2011, 04:59:04 pm »
ld b, 9 ;Really? You have to load 9 into B to subtract it? sub b jr c, loc_4E6B pop af ld b, 8 ;Ok, so you already have 9 in b. The logical thing to do now would be dec b. sub b ;Oh, but no, you do the same bloody thing again!!! ;I forgot to mention that this code is missing a ld a,a. :P
As for the add and adc, there seem to be quite a few programmers (not here, of course) who misused the add instruction. For example, the code for the Pac Man machine (yes, it was a z80 too) has a lot of "ccf \ add b". They still have no excuse.
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