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Messages - z80man
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796
« on: January 21, 2011, 05:45:08 pm »
If you don't know binary there is no reason why you can't learn now. Lets start by reviewing the number system you're probaly used to, the decimal system. It is called the decimal system because there are ten digits. 0 1 2 3 4 5 6 7 8 9. Now you probaly write zero as 0 but for the time being lets call it 0000. ( this will help you with binary later) If you increment 0000 by 1 you get 0001. Now if you do this eight more times you will have 0009. Now we are going to call the digit on the far right the zero's place, the second to right the one's place and so on. The dilema you now face is that there is no digit above 9. (No 10 is not a digit!) So what you can do now is increment the digit to the left of nine to one and you reset the 9 back to zero. 0010. Hey look you got the number 10 . Okay so you're probaly thinking I already know this, but to learn binary you need to go back to the basics and learn the fundamentals of all number systems. Now lets start learning binary. It is called binary because there are two digits 0 and 1. So lets start at zero. You write zero in binary as 0000. Look it is the same thing in decimal. Binary is easy. And if you increment that. Yep you guessed right 0001 is the number one. Now we face an issue. We are all out of digits. So what do we do? We reset the furthest right digit and increment the one to its left. So you get 0010. Now this looks like the number ten but it is really two. Now if we keep on following thsi we get 0011 0100 0101 0110 0111 1000 ans so on. In binary we call each digit a bit. and 8 bits make a byte. In one unsigned (not negative) byte you can write numbers from 0 to 255. Hope you now know binary Pop quiz: 1001 = 0011 + 0100 = 1100 - 0101 =
797
« on: January 21, 2011, 04:39:13 pm »
Also is there a way to draw large text on the graph screen like you could do in TI-BASIC. The command "Text" works in graphics mode. It's part of the sketch menu (press [Shift] + [F4]).
I know that. I'm wondering if I can make it the same size as homescreen text like in TI-BASIC text(-1,0,0,"Hello would draw Hello in the large font.
798
« on: January 21, 2011, 03:42:56 pm »
Even if the image format is limited to 8 bit color, it still has to be written in 16 bit in the LCD ram. So this probaly means that the screen image is located in ram and not rom. For the LCD drawing test I'm starting at $B4000000 because that was where the lcd ram for the fx-9860g was located.
799
« on: January 21, 2011, 03:27:19 pm »
Reminds me of several people requesting an F-LineOff command to clear a line. But up to this day, there are only the PxlOff/PlotOff and Cls/ClrGraph commands to clear a pixel or the entire screen. If you only want to clear some portion, you have to stick to printing blank characters...
Oh well that sucks . If you noticed in the menu of my Snake game the arrow is on a black background because that was the only way I could erase it. Originally it was a white background, but then I couldn't get rid of it when it moved. Also is there a way to draw large text on the graph screen like you could do in TI-BASIC.
800
« on: January 21, 2011, 03:21:33 pm »
If you've used the picture plot app and maually flip through through one of the animation pictures, the screen updates quite quickly.
801
« on: January 21, 2011, 03:18:13 pm »
You'll have to wait for z80's work before anyone can write screen stuff. Speaking of Z80, I came upon some evidence that the OS naturally runs in 58 MHz mode. It's either that or the program crashed before writing to FRQCR or the OS switches to normal speed every time it exits the application, both of which I think are unlikely.
Yes, I was trying to overclock my Prizm
I'm just finishing up the screen program right now. If all goes well it shouls draw a couple of blue lines on the screen. Also I would agree the OS runs at 58 MHz. When I ran a looping program I expected it to take about 30 seconds, but instead it finised in 15. @Qwerty, The program that I ran didn't cause a ram reset, but it still sent me to the select language menu. Is that what happened to you. Edit: Finished my display program. Programming in SH3 hex is hard Anyway I did not get blue lines on the screen. This program tested from B4000000 to B5000000. I could test other ranges, but I need ideas. The source and g3a app are inclided Note: This program can only test 16 megabyte ranges at a time. Double note: There is a 4 gigabyte range the lcd ram could be in. Triple note: I could modify it to check larger ranges, but that would require effort also I don't to mess up my memory. 00007000: MOV.L @($0B*4+PC),R15 = #B40000A0 00007002: MOV.L @($0D*4+PC),R14 = #00007777 00007004: MOV $-1, R13 00007006: MOV.L @($0D*4+PC),R12 = #0000FFFF 00007008: NOP 0000700A: NOP 0000700C: MOV.W R14,@-R15 0000700E: MOV.W R14,@-R15 00007010: MOV.W R14,@-R15 00007012: MOV.W R14,@-R15 00007014: MOV.W R14,@-R15 00007016: MOV.W R14,@-R15 00007018: MOV.W R14,@-R15 0000701A: MOV.W R14,@-R15 0000701C: MOV.W R14,@-R15 0000701E: MOV.W R14,@-R15 00007020: ADD R12,R15 00007022: DT R13 00007024: BF $700C 00007026: DT R15 00007028: BF $7026 0000702A: RTS 0000702C: 0000 ? 0000702E: 0000 ? 00007030: .data b40000a0 dword ref:7000 00007034: 0000 ? 00007036: 0000 ? 00007038: .data 00007777 dword ref:7002 0000703C: .data 0000ffff dword ref:7006 Double edit: This program is location independant, meaning it can be ran anywhere in ram with the jump statements still working.
802
« on: January 20, 2011, 11:24:31 pm »
Okay for some reason in the color menu you can not select white. (It's greyed out ) I need this feature to erase some lines in programs though. Also I tried Erase color, but that just causes a syntax error.
803
« on: January 20, 2011, 11:13:04 pm »
804
« on: January 20, 2011, 11:07:22 pm »
With the collision detection that was an experiment I was trying with adding life to the game. The number in the top left shows how many walls you can hit before gameover. I don't think I'm going to keep that in the final version. I'm also going to try a slightly different version of the engine where coodinates are stored in a matrix instead of doing the slow pixel test. This would allow the back end of the snake to disapear over time.
805
« on: January 20, 2011, 06:32:36 pm »
Here it is the new version of Prizm Snake. Right now I'm working on a couple of small basic games for the Prizm which I will later compile into a game pack. For snake though the game is mostly complete. I'm still going to work on trying to optimize more for size. Speed probaly won't get a whole lot faster. There were many other basic games I wanted to port to the Prizm, but they would just be to slow. Instructions are posted below Menu: arrow keys to select difficulty, shift key to begin game In game rules: arrow keys to change direction Top left of screen shows how many lives you have left (max of 9) You start with zero, but gain one for every black dot you hit. Everytime you hit a wall or yourself you will lose one life and pass through The first black dot is worth 50 points, second 100, third 150 ... You gain one point for every space you go You immediately lose when you hit a border wall regarless of how many lives you have left. In medium your final score is x2, hard x3, and very hard x4 I could not find any bugs, but do tell me if you find any. Any comments would be much appreciated.
806
« on: January 20, 2011, 05:41:37 pm »
I have an idea, but I'm not sure if it is going to work. Unlike the TI 83+ the Prizm has its lcd directly mapped to memory. One screen image on the Prizm takes up 166 kilobytes. What I don't know though is where all this data is. I'm assuming that the Prizm doesn't have more than 1 megabyte of ram. What this means that if I do a few writes to memory I might be able to find where the plotscreen is. This could also really screw up my Prizm too. What I will do is up to one megabyte every 160 kilobytes I will send 32 bytes of one color. Every segment seperated 160 kilobytes will also be a different color. Hopefully when (if) I get a small line on my screen, I will be able to determine the general memory location. Then later I can narrow that down. to an exact location
807
« on: January 20, 2011, 04:47:49 pm »
Great, but doesn't the OS convert g3m to txt and txt to g3m for us.
808
« on: January 20, 2011, 12:42:46 am »
I'm hoping though that later versions include an SD card slot as that would be faster and have more memory.
809
« on: January 20, 2011, 12:37:48 am »
<.<
What? Did I hear my name?
I think some people want to know what Nterpret is
810
« on: January 20, 2011, 12:34:07 am »
I'm guessing that booting Wabbit from the Prizm is quite slow. I'm not sure if the Prizm has enough memory for this, but imagine coding a very simple PC OS and placing that on the Prizm and then set your computer to boot from the Prizm. That would be awesome.
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