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Messages - ralphdspam
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526
« on: May 05, 2011, 09:58:41 pm »
Yeah, whenever I use one of the [ON] key combinations, it destroys DCS's homerun hook. Also, this version's [ON] + [VARS] seems to be a bit unstable (cause a ram clear sometimes).
527
« on: May 05, 2011, 09:53:39 pm »
Yeah, I couldn't get that glitch to work. It's kind of similar to the weird fraction glitch nobody could replicate. :\
IIRC, Wabbit does not emulate BSOD.
528
« on: May 05, 2011, 09:35:43 pm »
* ralphdspam waves to Waave Good luck with the BASIC and Axe coding. Have some peanuts:
529
« on: May 05, 2011, 09:07:07 pm »
Zeda, I moved your routine to its own dedicated TypeWith.me page. http://typewith.me/V0lEvy11lcI also updated my first post with your link and the updated code.
530
« on: May 05, 2011, 08:24:23 pm »
Thanks! I will try this later. EDIT: I found out that AND can take imm 8 values! Saved myself a couple of bytes.
531
« on: May 05, 2011, 08:19:13 pm »
Can you add a key combination to run an app/pgrm of choice? (like DCS's ON + App)
532
« on: May 05, 2011, 08:11:21 pm »
Welcome back! I'm glad to see that this has been all sorted out.
533
« on: May 04, 2011, 11:09:59 pm »
It can be cumbersome to store all of your 16 bit pointers to ram, though. On the other hand, the 6502 takes less T-States per instruction. (Then again, you have to make more ram stores/reads.) I also should learn x86. I don't really know what to do with the extra 24 bits, though.
534
« on: May 04, 2011, 11:03:37 pm »
Wow! Looks great! Stop making epic programs. Give someone else a chance
535
« on: May 04, 2011, 10:46:34 pm »
Hmm... It's been 6 hours, right? (This can also probably count as an update too.) Here is the current routine: EDIT: See above.
536
« on: May 04, 2011, 09:28:31 pm »
Ah, I like the hi-lighting and searching. Can you, by any chance add T-states?
537
« on: May 04, 2011, 09:23:35 pm »
mmm lobsters. P:
538
« on: May 04, 2011, 09:14:02 pm »
That looks really nice!
539
« on: May 04, 2011, 09:10:11 pm »
Nice! Fore some reason, I like to mess around with old computers.
540
« on: May 04, 2011, 01:42:35 am »
Hi, I just made this 4*4 sprite routine aligned to a 16*24 (half pixel) grid. Can anyone help with optimizations or suggestions? http://typewith.me/BSgvbUFXDh;========== ;XOR 4*4 ;========== ;Inputs: ;ix = sprite address ;c = X Position ;b = Y Position ;Outputs: ;a = last line of sprite displayed ;b = 0 ;c = X position (undestroyed ^^) ;de = 12 ;hl = buffer location of sprite + 12 (next line) ;ix = sprite address + 2 (next sprite?) ;========== ;This was made to be a standalone program. #ifdef bcall(xxxx) ;THE GAME #else #include "ti83plus.inc" .org $9d93 .db t2ByteTok, tAsmCmp #endif ;========== ;Just for testing purposes: bcall(_clrlcdfull) bcall(_runindicoff) bcall(_grbufclr) ld ix, x4sprite ;ix holds sprite address ld c, 1 ;c holds X location ld b, 1 ;b holds Y location ;========== FourXOR: ld a, b add a, a ;\A * 3 add a, b ;/ add a, a ;\A * 4 add a, a ;/ ld h, 0 ;A*2 is too large to fit into 8 bits, so we must use a 16 bit register. ld l, a add hl, hl ;\A * 4 add hl, hl ;/Align Y pos to the X4 grid. ld d, 0 ld e, c srl e ;Now, we are only concerned on the X8 alignment. We will fine tune it to X4 later. add hl, de ;add X pos to Y pos
ld de, plotsscreen ;Finally, we add the Buffer location. add hl, de ld b, 2 ;B*2 Pixels tall sprite ld e, 12 ;Width of Screen _FourDispByte: ld a, (ix) ;loads sprite at ix and %11110000 ;use left side of byte bit 0, c ;If X pos is an odd number, we have to shift to the right. jr z, _FourDispN1 ;if D is aligned to the byte, branch. Else, shift sprite by 4. srl a ;shift sprite to the right 4 pixels. srl a srl a srl a _FourDispN1: ld d, (hl) xor d ;xor sprite onto current buffer contents ld (hl), a ld d, 0 ;DE = 12 add hl, de ;shift pen down one row ld a, (ix) and %00001111 ;It is on the right side of the byte. bit 0, c jr nz, _FourDispN2 ;if d is not aligned to the byte, branch. add a, a ;shift sprite to the left 4 pixels add a, a add a, a add a, a _FourDispN2: ld d, (hl) xor d ;xor sprite onto current buffer contents ld (hl), a inc ix ld d, 0 add hl, de djnz _FourDispByte ;========== ;More pseudo random stuff just for testing bcall(_grbufcpy) bcall(_getkey) ;========== ret X4Sprite: .db %10010110 .db %01101001 Also, Zeda's routines can be found here: http://typewith.me/V0lEvy11lcRuner112's routine: http://typewith.me/Zv15SUf9VeThanks.
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