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Messages - z80man
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436
« on: March 23, 2011, 03:24:09 am »
I really wouldn't recommended using a prototype CAS+ for general math. It's really only good if you're into hacking and stuff. But if you don't mind having a Casio calc I would highly recommend the Prizm. It offers many great features and a color screen for $130 from stores. (you could probably find a better deal on ebay) and I know you wanted a calc for general math, but we all know that at some point you are going to want put some games on there. And the Prizm has the advantage of being more open to development than the nspire. (especially the prototypes) )
437
« on: March 23, 2011, 03:14:20 am »
I just had this one idea. In asm when interfacing with the keyboard you have to set one group of keys to check for input at a time. Now currently on Axe, the Getkey routine scans all of the keyboard groups then reports the input. My idea was to be able to specify only one group (or specific groups) to scan. Such as the arrow key group for example. reason being is that in most games only a limited number of keys are used so it would be an optimization to only scan certain groups.
438
« on: March 23, 2011, 02:55:43 am »
Just wondering, but how many Hz does the nspire emulator get. My current version of the Prizm emulator achieves about 8MHz now on the average computer (I released the first test version yesterday), but I still have many more optimizations to do including multi threading.
439
« on: March 23, 2011, 02:51:08 am »
Salut bynary_man. Je parle très peu le français. Je vais essayer de traduire mon logiciel pour le Prizm au français, mais mon tutoriel sur SH3 devront être traduits par quelqu'un d'autre.
440
« on: March 23, 2011, 02:34:39 am »
The problem with having BASIC programs in multiple files is that if a user accidentally deletes one of the supporting files then the program stops working. It is even worse when BASIC progs require you to download pic variables because those are so easily corrupted by other programs.
441
« on: March 23, 2011, 02:26:10 am »
Sounds good. Next week I have spring break and will have lots of time for coding. One thing that I want to make is an IDE designed for SH3 asm. Features I want to include are highlighting the word and long word sections for data and code, making it easier to set up displacements for jumps and MOV instructions. Also I want to do warnings for when the label used in an instruction is out of range, an illegal instruction is used (such as if a jump is used after a delayed branch), and when two instructions that when used in tandem will take extra clock cycles (such as accessing the MAC after a multiply instruction or using a register that was written to from memory in the last instruction). And just maybe some support on doing self-modifying code.
442
« on: March 23, 2011, 01:08:57 am »
@Graphmastur, that is because BSRF, JMP, and JSR use registers to find their address, meaning there is the possibility of an odd value being passed. But now that I think about that, the &ing with $FFFFFFFE is not needed to be done on an assembler. Only needed on disassemblers and emulators.
btw the way, how is progress going on your assembler. Because for me I'm starting to lose track of all my hex code and I don't think I'm ever going to figure out that Kpit GNU tools thing. I'd rather just use a command line assembler.
443
« on: March 23, 2011, 01:01:34 am »
I always thought a string was best for tilemapping. But I'm not sure yet what is the equivalent of the sub() for Casio Basic.
444
« on: March 23, 2011, 12:57:19 am »
@Goplat, there are several issues with the current g3a format. 1. The header size is over 29kb 2. There are checksums included which can be difficult to calculate 3. g3a files are accessed from the main menu and are treated like apps. 4. There is extensive startup and exit code that must be included with every program 5. Running from the main menu does not support the use of additional libraries (MirageOS, DoorsCS7, Ion) besides, the Prizm file system follows the standard folder system used on desktops. That is why it is so easy to transfer files. Unlike on the 83+ you can load any file extension into memory. For example I have a copy of my Prizm emulator on my Prizm. Of course it doesn't do anything because it is exe format, but it just seems funny to me And for the shell format. I did create my own last night, but some edits need to be done. In an irc conversation I had with Qwerty, we determined that variable sized icons were the best choice to have. Here is the current format. You may notice that in the beginning of the header there are several flags that can be set. We are currently not able to accommodate support for all of the flags yet, but we should be able to later. Other features are a null terminated string for the program description and a 64x64 8 bit icon to be replaced with one of variable size, but not yet sure if it will be 16 bit, 8 bit, or variable bit yet. I do believe that it is possible to create an extension icon in the OS for files. For example in the memory manager, g3a files always show up with the geometric shape icon. .org $30002000 data.l $xxxxxxxx ;header for shell data.l $00000002 ;size of executable data.b $01 ;true if MMU is to be reset data.b $03 ;speed setting, 0-3 data.b $00 ;true if interrupts are to be disabled data.b $01 ;true if fpu interpreter is to be enabled data.b $01 ;true if all general purpose registers are to be cleared before execution data.b $01 ;true if VRAM and screen are to be cleared data.b $00 ;true if executable space is to be cleared data.b $00 ;true if to begin execution in priveleged mode ;next 176 bytes are to be used for future expansion data.l $00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000,$00000000 ;next 64 bytes are for program description. Null terminated data.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;256 color 64 * 64 icon data.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 data.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 data.b 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$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 data.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 data.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 data.b 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$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 data.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 data.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 data.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 data.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;executable begins at $30004100 RST NOP
445
« on: March 22, 2011, 11:37:44 am »
Prizm port. Sounds like fun. I practically spend at least 2 hours a day playing addicting physics games when I should be doing programming. Err I mean schoolwork.
446
« on: March 22, 2011, 04:37:51 am »
Here it is. The first official release. Included is a sample program "spectrum.data" that repeatedly increments R0 and R1 until you quit the application. For now no fancy graphics, just the standard console screen. Also only 20 instructions are supported with no documentation!! I guarantee you that better versions will soon follow. Also for now the speed is quite slow, but it will get faster later. I have also included the code so you can compile it for other systems. In later releases I will include the linux and mac executable, but for now only windows. So feel free to dissect the code and find any bugs. I'm almost certain there are plenty.
447
« on: March 22, 2011, 02:46:14 am »
Err.. Working on a temporary assembler for Qwerty.55 before I can work on that. And that reminds me. Can anyone please explain how instructions that branch work. I'm interested in calculating the displacements. Qwerty.55 gave me some test code, but I still can't figure out how many bytes back stuff should be. For example, what looks like it should be -6 bytes back is -4, or -5, or stuff like that.
Well time to test my knowledge on SH3. The reason why you probably got the wrong result is that because the SH3 has an execution pipeline that processes multiple instructions at once. When referencing the PC in an instruction, the PC is equal to the address of the current instruction plus 4. Also because the address of instructions is always a multiple of 2, the given address must be &'d with $FFFFFFFE. This ensures that the address is always even. And I believe you already know that when given a displacement you multiply that by 2. And if I got this all wrong, that would explain why branching statements cause bugs right now on my emulator.
448
« on: March 22, 2011, 12:06:17 am »
Note this program runs on the highly unoptimized OS screen draw system call. Once we create are own version of ionfastcopy that interfaces directly with the hardware along with a possible overclock of up to 116 Mhz even faster programs will be created. Perhaps even a 256 color raycaster?
449
« on: March 21, 2011, 03:50:27 am »
Emulating graphics chips in software sucks
That'd actually be a very useful thing, though. If I ever decide to actually try this, then those would be a necessity.
That reminds me. I should start work on my openGL port to Casio Basic. With slow math and drawing commands I wonder how may frames per hour (or day ) will I get. I should also get going on that BASIC 8 color bmp viewer. It might take a few hours to render though. But seriously we need a new BASIC interpreter. Not a full blown one with every command, but just the important math and graphics ones with maybe a few new bitmap commands too.
450
« on: March 21, 2011, 03:30:16 am »
I had an idea to take this one step further. Instead just porting an interpreter for SH3E instructions, how about adding functionality for the SH4 instruction set. SH3 opcodes work on the SH4, but the SH4 just adds some more fpu calculations along with also some graphics acceleration based codes. documentation is here http://documentation.renesas.com/eng/products/mpumcu/rej09b0318_sh_4sm.pdf
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