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Messages - z80man

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106
Casio Calculators / Re: Casio Prizm documentation
« on: August 27, 2011, 06:14:16 pm »
The way I normally do this is use 7 zip to extract the html files from the chm. That works best for me plus its easier to view in that format imho

107
Casio Calculators / Re: Casio Prizm documentation
« on: August 27, 2011, 04:37:04 pm »
Good idea. Even though I use the gcc SDK for my projects I always keep a copy of the documentation in the SDK folder for easy reference.

108
I was just wondering who's currently working on a contest entry. So far there's been little talk of this so I wanted to make sure there's still enough competition. Also for those who have not done so yet (this includes me :P) I highly recommend creating a topic for your entry. Remember that you are not allowed to post the source or download until the contest finishes on the 15th. Screenies are encouraged and will help build excitement about this contest. So just to announce my current plans, I am working on Plants vs. Zombies in 16 bit color. I don't have any screen shots available yet but those should be posted soon in their respective topic that does not exist yet...

109
Casio Calculators / Re: SuperH Notepad++ extension
« on: August 27, 2011, 01:14:47 am »
One thing I wonder is if it's possible to mix the SuperH language definition with the C definition cause I often do a lot of inline asm in my programs. That way I could get the proper hi lighting for each section of code on a single source file

110
Casio Calculators / Re: I got a Prizm :D
« on: August 26, 2011, 01:25:47 am »
Nice job Juju. A new hampster dedicated user that will enjoy all of our apps.

While we're on the topic of new prizm's, my sister just ordered a prizm for school so now I'll be able to test linking programs ;D

111
Miscellaneous / Re: What State/Province/Country do you live in?
« on: August 23, 2011, 10:27:16 pm »
I'm from the great Orange County of California. If you've never heard of us we're that county tucked between San Diego and Los Angeles.

112
Miscellaneous / Re: 5.9 earthquake in Virginia
« on: August 23, 2011, 10:23:02 pm »
Well I didn't feel it as I live in California, but my gf and other friend in Pennslyvania (idk I have too many friends from Pennsylvania :P) texted me about it immediately after it happened. My gf's reaction was:
Quote
I was on the beach and i was like wtf. And then these people next to us were like EARTHQUAKE. And i was like shutup ******. And they said they're from california and thats an earthquake. So i got all jittery
I don't know about the others here who felt it but I'm guessing a somewhat similar reaction because many had never felt an earthquake before

113
Site Feedback and Questions / Re: Message to the entire Omnimaga staff
« on: August 23, 2011, 04:18:39 am »
I just tested a method to create an avi file from a gif and it worked fine.

1. Have your gif file on hand
2. Convert it to a sequence of png or jpeg images using the GIF Frame Extractor at http://www.evanolds.com/dl/GIFFrame.exe http://www.evanolds.com/
3. Drag the first frame onto VirtualDubMod which will convert the frames into an avi file. Latest version is http://sourceforge.net/projects/virtualdubmod/files/VirtualDubMod/VirtualDubMod%201.5.10.2/

Hope that helps  ;)

114
Walnut / Re: Walnut Shell
« on: August 21, 2011, 04:40:37 am »
---See Poll Above---
--Expires On The 1st of September--

When working on the location where ram would be located it came upon me that there is the possibility that virtual memory could be used instead of physical memory which apps currently use. When apps are developed both options will be available but one will need to be the default choice. Advantages of using virtual memory is that the physical location can be changed in runtime so old apps will be more compatible with newer shells. It is also worth noting that there is no speed difference between either mode. Hard coded applications though may prefer to use physical memory for ram as functions can be copied there in order to have direct access to the hardware. But in these cases it may be easier for the developer to select that option when building

115
Other Calculators / Re: TI 84 manufacturing cost
« on: August 20, 2011, 01:29:30 am »
Even something like the nspire probably costs less than $30 to manufacture. There are other costs though besides manufacturing. TI still needs to pay its large staff, ship their products, and pay for all their marketing. Don't forget that TI doesn't generally sell calculators directly. They sell them at a discounted price to stores which are then free to markup the price however they feel but normally stay around the MSRP. Taking all this into account their profit per calc may actually be far lower than many would expect.

116
Casio Calculators / Re: Casio Prizm documentation
« on: August 19, 2011, 10:00:15 am »
It seems odd that Casio would use an odd number for the address of the saved vram because that means memory transfers can only be done 1 byte at a time meaning it is x4 slower than transfers that use longwords

117
Casio Calculators / Re: Casio Prizm documentation
« on: August 19, 2011, 02:09:52 am »
I found what appears to be the backup display ram for when the Prizm is in the menu and an app is paused. That location is from 0x880a2ad6 to 0x880cbd26. If you check from insight there is a screen bitmap in that block that corresponds to the currently running app. Currently I can not find any OS references to those addresses so it is not yet safe to use that space as other OS versions may use a different address

118
Casio Calculators / Re: Prizm Getkey
« on: August 19, 2011, 01:26:47 am »
I've been working a making a getkey library that is OS independent for my contest entry and this is what I have so far. Currently it supports reading the key matrix then converting it into a short length identifier. Multi key support is not added yet but is coming soon. Here is the library along with an example program. To use just send a 12 byte array pointer to CustomKey() which will fill the array with the key buffer. Then use BufferConvert() to convert the buffer into a usable identifier. The key identifiers can be found in the #define section of CustomKey.h. Standby for full documentation

Code: (CustomKey.h) [Select]
#define KEY_EXE 0x0004
#define KEY_RETURN 0x0004
#define KEY_NEGATIVE 0x0008
#define KEY_ANS 0x0008
#define KEY_EXP 0x0010
#define KEY_PI 0x0010
#define KEY_QUOTE 0x0010
#define KEY_POINT 0x0020
#define KEY_EQUAL 0x0020
#define KEY_SPACE 0x0020
#define KEY_NUM_ZERO 0x0040
#define KEY_IMAGINARY 0x0040
#define KEY_ALPHA_Z 0x0040
#define KEY_AC_ON 0x0101
#define KEY_OFF 0x0101
#define KEY_DIV 0x0204
#define KEY_CURLY_RIGHT 0x0204
#define KEY_ALPHA_T 0x0204
#define KEY_MULT 0x0208
#define KEY_CURLY_LEFT 0x0208
#define KEY_ALPHA_S 0x0208
#define KEY_NUM_SIX 0x0210
#define KEY_ALPHA_R 0x0210
#define KEY_NUM_FIVE 0x0220
#define KEY_FORMAT 0x0220
#define KEY_ALPHA_Q 0x0220
#define KEY_NUM_FOUR 0x0240
#define KEY_CATALOG 0x0240
#define KEY_ALPHA_P 0x0240
#define KEY_MINUS 0x0304
#define KEY_BRACKET_RIGHT 0x0304
#define KEY_ALPHA_Y 0x0304
#define KEY_PLUS 0x0308
#define KEY_BRACKET_LEFT 0x0308
#define KEY_ALPHA_X 0x0308
#define KEY_NUM_THREE 0x0310
#define KEY_ALPHA_W 0x0310
#define KEY_NUM_TWO 0x0320
#define KEY_MAT 0x0320
#define KEY_ALPHA_V 0x0320
#define KEY_NUM_ONE 0x0340
#define KEY_LIST 0x0340
#define KEY_ALPHA_U 0x0340
#define KEY_ARROW 0x0402
#define KEY_SWAP 0x0402
#define KEY_ALPHA_L 0x0402
#define KEY_COMMA 0x0404
#define KEY_MOVE 0x0404
#define KEY_ALPHA_K 0x0404
#define KEY_PARA_RIGHT 0x0408
#define KEY_RECIPROCAL 0x0408
#define KEY_ALPHA_J 0x0408
#define KEY_PARA_LEFT 0x0410
#define KEY_CUBIC_ROOT 0x0410
#define KEY_ALPHA_I 0x0410
#define KEY_FRAC_DEC 0x0420
#define KEY_MIXED_IMPROPER 0x0420
#define KEY_ALPHA_H 0x0420
#define KEY_FRAC 0x0440
#define KEY_MIXED 0x0440
#define KEY_ALPHA_G 0x0440
#define KEY_DEL 0x0508
#define KEY_INS 0x0508
#define KEY_UNDO 0x0508
#define KEY_NUM_NINE 0x0510
#define KEY_PASTE 0x0510
#define KEY_ALPHA_O 0x0510
#define KEY_NUM_EIGHT 0x0520
#define KEY_CLIP 0x0520
#define KEY_ALPHA_N 0x0520
#define KEY_NUM_SEVEN 0x0540
#define KEY_CAPTURE 0x0540
#define KEY_ALPHA_M 0x0540
#define KEY_RIGHT 0x0602
#define KEY_DOWN 0x0604
#define KEY_EXIT 0x0608
#define KEY_QUIT 0x0608
#define KEY_RAISE 0x0610
#define KEY_X_ROOT 0x0610
#define KEY_THETA 0x0610
#define KEY_SQUARE 0x0620
#define KEY_SQUARE_ROOT 0x0620
#define KEY_RADIAN 0x0620
#define KEY_ALPHA 0x0640
#define KEY_ALPHA_LOCK 0x0640
#define KEY_TAN 0x0702
#define KEY_REVERSE_TAN 0x0702
#define KEY_ALPHA_F 0x0702
#define KEY_COS 0x0704
#define KEY_REVERSE_COS 0x0704
#define KEY_ALPHA_E 0x0704
#define KEY_SIN 0x0708
#define KEY_REVERSE_SIN 0x0708
#define KEY_ALPHA_D 0x0708
#define KEY_LN 0x0710
#define KEY_E_X 0x0710
#define KEY_ALPHA_C 0x0710
#define KEY_LOG 0x0720
#define KEY_TEN_X 0x0720
#define KEY_ALPHA_B 0x0720
#define KEY_X 0x0740
#define KEY_ANGLE 0x0740
#define KEY_ALPHA_A 0x0740
#define KEY_F_SIX 0x0802
#define KEY_G_T 0x0802
#define KEY_F_FIVE 0x0804
#define KEY_G_SOLVE 0x0804
#define KEY_F_FOUR 0x0808
#define KEY_SKETCH 0x0808
#define KEY_F_THREE 0x0810
#define KEY_V_WINDOW 0x0810
#define KEY_F_TWO 0x0820
#define KEY_ZOOM 0x0820
#define KEY_F_ONE 0x0840
#define KEY_TRACE 0x0840
#define KEY_UP 0x0902
#define KEY_LEFT 0x0904
#define KEY_MENU 0x0908
#define KEY_SETUP 0x0908
#define KEY_VARS 0x0910
#define KEY_PRGM 0x0910
#define KEY_OPTN 0x0920
#define KEY_SHIFT 0x0940



void CustomKey( char * buffer);
short BufferConvert( char * buffer);

void CustomKey( char * buffer)
{
const char * keyaddress = 0xa44b0000;

for (int index = 0; index < 12; index++)
{
buffer[index] = keyaddress[index];
}
}

short BufferConvert( char * buffer)
{
short KeyResult;
for(short index = 0; index < 12; index++)
{
if(buffer[index] != 0)
KeyResult = (index << 8) | ((short) buffer[index]);
}
return KeyResult;
}
Code: (example) [Select]
#include <display.h>
#include <SYSTEM_syscalls.h>
#include <CustomKey.h>
#include <keyboard.h>

//
void main(void) {
int x = 1;
int y = 1;
int color = 0;
int mode = 0;
char keybuffer[12];
short key;
int iContinue = 1;

char* heart = "    ";
heart[2] = 0xE5;
heart[3] = 0xE2;
Bdisp_AllCr_VRAM();

while (iContinue) {
key = 0;
Bdisp_AllCr_VRAM();
PrintXY(x, y, heart, mode, color);
Bdisp_PutDisp_DD();
while (key == 0)
{
CustomKey( keybuffer );
key = BufferConvert(keybuffer);
}
switch (key) {
case KEY_EXIT:
iContinue = 0;
break;
case KEY_UP:
y = y == 1 ? 8 : y-1;
break;
case KEY_DOWN:
y = y == 8 ? 1 : y+1;
break;
case KEY_LEFT:
x = x == 0 ? 21 : x-1;
break;
case KEY_RIGHT:
x = x == 21 ? x=1 : x+1;
break;
case KEY_PLUS:
color = color == 7 ? 0 : color+1;
break;
case KEY_MINUS:
color = color == 0 ? 7 : color-1;
break;
case KEY_MULT:
mode = !mode;
break;
case KEY_DIV:
mode = !mode;
break;
}
}

return;
}





119
Miscellaneous / Blender
« on: August 14, 2011, 01:42:51 am »
So yesterday I downloaded Blender cause my sister wanted to add some cgi effects to her stop motion movie that she's been working on. Pretty soon I was checking out the tutorials on Blender's website and made the balloon image. I thought of how I could do more and so I made it an animation. It's pretty simple but I think it turned out pretty well. Creation of the scene took me around 7 hours cause i was still a beginner and rendering to an additional 7 hours cause I was using my laptop. What do you guys think and who else uses Blender? Feel free to showcase your work here. I also highly recommend watching this video in HD




120
TI Z80 / Re: Powder Game
« on: August 13, 2011, 02:10:44 pm »
Qwerty is hoping to make a Prizm version though. No idea when that will be finished but for the time being no one has taken up the 83+ version

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