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Messages - z80man

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601
Casio Calculators / Re: Casio Prizm documentation
« on: February 20, 2011, 01:38:43 am »
How that works is that every byte is added to a tally except for the four bytes at 0x20 and the last four bytes which are a copy of the checksum.
Isn't the CRC checksum ignored too when creating the 0x0020 checksum?
Actually no which makes calculating the crc even harder.

602
Casio Calculators / Re: Casio Prizm documentation
« on: February 19, 2011, 10:40:53 am »
Firstly, what do you know about the G3A header checksum...it's the last information I need for my G3A wrapper
It's the last information I do not know either. But I experienced, that it is not essential. I assembled a little memory-viewer-G3A and did not care about this field. The G3A works without any problems. But anyhow, I like to know how this value is computed, too.
Good thing you are speaking to the right person on cracking the g3a header. The 16 bit crc checksum (well I believe its a crc) only calculates the 32 bit modular checksum at address 0x0020. Now I have not yet cracked the crc yet, but I did crack the modular checksum. How that works is that every byte is added to a tally except for the four bytes at 0x20 and the last four bytes which are a copy of the checksum. But to get by the crc you can use one of the checksums previously written by Casio in one of the three apps. I would first like to apologize on slacking off on my app signer program, but I have been busy lately. How it works though is it compares the modular checksum between your app and a prewritten one. If your app has a lower checksum, then the app signer first divides the checksum of the prewritten app minus the checksum of your app by $FF. It then adds X number of $FF to safe areas in the header that were previously $00. The signer then finds the modulus between the prewritten app minus your app by $FF. It then adds the result to one byte that was $00 originally. If your app has a greater checksum, then the signer divides as usual, but then turns X number of $FF bytes to $00 and the modulus is is subtracted from a $FF byte. There is also full documentation for this on the Prizm wiki http://wiki.prizmwiki.co.cc/wiki/Main_Page

603
Casio Calculators / Re: Casio Prizm documentation
« on: February 19, 2011, 03:51:36 am »
   else if ( iSyscall == 0x116E ) name = "memcmp";
   ...
   else if ( iSyscall == 0x1dd1 ) name = "memcmp";
Are you sure the first one isn't some kind of strcmp? :p
Yes, you are right. 0x116E is strncmp.
Isn't there a string compare instruction for the SH3. I think how it worked was if there were any equivalent bytes between Rm and Rn the T bit was set.

604
Casio Calculators / Re: PRIZM Emu
« on: February 19, 2011, 03:34:27 am »
NOP == Nu-Omnimaga-Pron? O.O

j/k I'm glad to hear it's progressing well. Did you have any difficulty getting around the whole virtual memory thing?
I haven't tested it for speed yet, but how it works is when the program is started two dynamic arrays are initialized. The first one is an index of pointers. Every pointer in there represents a 64kb section of ram. The second array is the data in ram. An example of this would be for a write to memory. First the part of the emulator that needs to write to memory would call the memory write function with the syntax writememory(int data = 42, int address = 0x00000005);. Then the memory function would take the address 0x00000003 and see that it corresponds to the 0x00000000 page (pages are all 64kb long). The next step would be to then parse the the first array for 0x00000000. If it exists then the memory function writes 42 to the second array with the syntax memorydata [index][offset] =42. Where index is the index in the first array where 0x00000000 was found and offset is the lower word in data. and if 0x00000000 doesn't exist then it is added to the first array and another 64 kb are added to the second array. This might be kind of hard to understand, but I will have better examples later along with the source for review.

605
Casio Calculators / Re: PRIZM Emu
« on: February 19, 2011, 02:46:09 am »
Alright the Prizm emulator is coming along quite well. So far it has support for 18 commonly used instructions with all of them in longword format. These instructions are most of the MOV instructions, Add and subtract, comparisons, and branching statements. Tomorrow I will code a simple user interface in to display the contents of each register. I hope to have the first pre-alpha version out either Saturday or Sunday. The code should compile on all systems.

Lastly I was having some trouble trying to emulate the NOP instruction. Help would be much appreciated because it is way to complex for my puny brain.

[j/k]  ;)

606
Computer Programming / Re: C/C++ Bad Habit
« on: February 18, 2011, 06:09:16 pm »
I usually stick to only the C++ STL, but sometimes a function might be easier to use in the C library, and for sections that require absolute speed I will write that in asm. It does make your code a little unclear when you have both iostream and stdio, but it will not cause errors when you compile.

607
Humour and Jokes / Re: Itza Troll!
« on: February 18, 2011, 05:50:37 pm »
First off Omnimaga focuses around game development not math. Second you can't talk about how much you hate Casio calcs because it is offensive to those who develop programs for them. It's just like how here you can't say you hate TI calcs or HP. Lastly you can do equations on Casio calcs. Any questions?


608
Casio Calculators / Re: PRIZM Emu
« on: February 18, 2011, 03:07:30 pm »
Sounds nice. =) Question though, will this emulator require you to dump your own Prizm's ROM, or will it be able to function just with an OS?
To be a true emulator a rom dump will be required, but it looks like some software will need to be written to do that.

609
Casio Calculators / Re: Casio Prizm documentation
« on: February 18, 2011, 03:04:45 pm »
Quote
GetStackPtr

Um, MOV.L R15,Rn was too difficult?
I guess its just like bcall_HLplus5 and bcall_HLplus9 in terms of pointlessness

610
Casio Calculators / Re: PRIZM Emu
« on: February 18, 2011, 05:31:04 am »
Even the screen shouldn't be too bad once I get the general framework up. In fact I could convert this for a whole bunch of different SH3 calcs. Technically it's even possible to expand this for SH4 proc devices because the SH4 executes all of the SH3 commands in addition to a few new ones of its own. I could even go as far to make my own virtual dream calculators using the Super H architecture.


And what's this. 300 posts!!!!!!!!!!!!!  :w00t: :w00t: :hyper: :hyper: :evillaugh: :evillaugh:

Edit: Super Member, I like that title :)

611
Art / Re: Userbar Size - 350x19 or 350x20 pixels
« on: February 18, 2011, 05:25:25 am »
As long as all the userbars in the signature are the same size there is really no difference. I used 20 for my new userbar

612
Computer Projects and Ideas / Re: Coding Battles
« on: February 18, 2011, 05:22:14 am »
My goal with this is to allow people to make quick rpg's with little or no coding experience. Because you will be separated from the code this could use Basic, axe or asm. Axe would be easy for someone to compile, but I'm not much of an axe programmer while with asm some people may not be able to compile their code.

613
Other Calculators / Re: How did your program or game get its name?
« on: February 18, 2011, 04:29:18 am »
I really want to know where 'Axe Parser' comes from.
Me too...I wonder if it's the same way I came up with "Axe Files"...
I wonder too. I think I remember Quigibo asked me for names idea, but I had none. D:What is a TIE fighter? ???

Also what does Baa Baa Backsheep means? I remember that project idea you had a while back.
A TIE fighter is a small fighter craft used by the Galactic Empire. Is this the one you mean?  :P

I always thought "Axe" cam from execution of programs. That's what it says in the documentation.


614
News / Re: Powder/Dust Games Trickling In
« on: February 18, 2011, 04:19:19 am »
I wonder... could the explosion effect from Leafiness's Graviter game be implemented in one of these two games? That would really rule, although I bet it would be a bit slow with other type of particles around.
I don't know about Powder Game, but it looks like Dust Toy might be able to handle velocity. Every particle has 1 byte in L1, but only uses 3 bits I believe. The rest of the bits could be used for direction and velocity. Also I think the method Dust Toy uses to render particles could be optimized. Currently it seems to render every particle, every frame which causes slowdowns with large numbers of particles even when they are not moving. If a particle was rendered every time a pixel next to it was changed, then a speed increase might be possible.

615
Casio Calculators / Re: PRIZM Emu
« on: February 18, 2011, 04:07:30 am »
Cool to hear :D, good luck with it!

On a side note it migth be nice if someone eventually made a Casio FX-9860G and FX 1.0/AFX  emu, because the current existing ones have questionable grayscale/LCD emulation.

First of all, it might be best to have a Prizm one, though, so it's easier to debug the stuff you guys are working on.
With the similarity between the FX 9860G and the Prizm I could probably keep 75% of the code intact from either emulator. In addition to having the same proc most of the hardware is similar too.

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