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NexGenGS
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Topic: NexGenGS (Read 16371 times)
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trevmeister66
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NexGenGS
«
Reply #30 on:
February 27, 2007, 03:53:00 pm »
you should have a recycle bin that let's people/programmers (they are different) delete programs without having manually do it (even if it isn't actually hard)
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Halifax
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NexGenGS
«
Reply #31 on:
February 27, 2007, 03:56:00 pm »
It wouldn't be so hard to put in there.
NOTE: If I do make multitasking part of the shell then the shell will take 1 process and 1 thread to run.
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Jon
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NexGenGS
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Reply #32 on:
February 27, 2007, 04:00:00 pm »
Hmm, maybe make it available only in 15 mhz processors, to avoid any significant slow-down.
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Halifax
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NexGenGS
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Reply #33 on:
February 27, 2007, 04:03:00 pm »
Multitasking wouldn't really slow anything down. It may a little but in the long run it will make it appear as things are running faster. And just because the kernel uses 1 process doesnt mean the other one can't be used while the kernel is running. During program both process ports will be open each getting their own stack,allocated memory, and thread capabilties
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bfr
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NexGenGS
«
Reply #34 on:
February 27, 2007, 05:20:00 pm »
Multitasking? Well, it might not be too slow for very simple text-based games, but (wouldn't it theoretically make programs twice as slow for two threads/tasks, three times as slow for three threads/tasks, etc., which is pretty slow for a Z80 calculator?).....
A mouse? That's probably going to complicate program selection and will probably result in the GUI being heavy.
EDIT: Also, if it uses a mouse, then programs won't be selected like how Flash Applications are selected on the TI-89 Titanium/Voyage 200, which you said you would do, right? You don't have to do it that way, but I'm just informing you....
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Halifax
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Reply #35 on:
March 01, 2007, 12:58:00 pm »
I know all about the TI-89 and menu stuff but I am not going to straight copy it because it needs its own flare on it. And a mouse is very simple to implement and will most definetly not make the GUI heavy. And as I have said before programmers do not have to use multitasking. But why would it not help say if you were waiting for the player to press a key and you want the cpu constantly moving. Well then multitasking would improve upon that would it not?
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Jon
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NexGenGS
«
Reply #36 on:
March 01, 2007, 02:21:00 pm »
* Jon moves his index finger in the direction of interrupts, with a high interrupt frequency, so the split between interrupt execution, and regular code execution is about 50/50.
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Halifax
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NexGenGS
«
Reply #37 on:
March 02, 2007, 07:48:00 am »
There would be no other way to do multitasking but interrupts that would be sufficient unless you wanted the user to choose when to end and start threads, but thats just like hard coding it.
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Fallen Ghost
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NexGenGS
«
Reply #38 on:
March 02, 2007, 08:20:00 am »
Multi-thread can be fun, but it won't make work anything faster... (in fact, slower than just doing 1 at a time because of the time needed to save registers and swap places and setting things up.)
Using interrupts can be of great use, but if using interrupts for greyscale, then you're pretty much lost. Maybe like a counter or a call routine that preserves all registers? inserted in the program loop at certain intervals, like inside a GetKey call.
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Halifax
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NexGenGS
«
Reply #39 on:
March 02, 2007, 02:02:00 pm »
Well I will just forget multitasking then
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Fallen Ghost
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NexGenGS
«
Reply #40 on:
March 02, 2007, 02:08:00 pm »
A fast version of GetCSC, without the Bcalls.
c1-->
CODE
ec1
GetCSC:
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Jon
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NexGenGS
«
Reply #41 on:
March 02, 2007, 04:15:00 pm »
I know this gonna piss you off, but I'll say it anyway, I have a better version of the key input routine. It isn't buggy, and it takes way less space, and doesn't destroy ix.
c1-->
CODE
ec1
;RAM needed:
;1 byte for lowercase_ofs
;1 byte for temp_b
keyinput:
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Halifax
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NexGenGS
«
Reply #42 on:
March 22, 2007, 12:57:00 pm »
Ok update update:
I knocked off 26 lines of the 8xn masked sprite routine. Yeah!!!! And god knows how many bytes(ill check later)
Also I am currently working on another 16xn masked sprite routine that will knock off some pounds too. That coming later on tonight.
Another update: I just finished my 16xn sprite routine with xor logic so that it is faster than ionlargesprite
8xn masked sprite routine # of lines = 50 lines
16xn sprite routine # of lines = 51 lines
I have obviously optimized them to the fullest as ionputsprite takes up 42 lines.
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There are 10 types of people in this world-- those that can read binary, and those that can't.
Fallen Ghost
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NexGenGS
«
Reply #43 on:
March 22, 2007, 02:12:00 pm »
Great! You made them from scratch or one someone's code?
The number of lines is not necessarely a good sign, because it may mean a greater number of loops...
If they go faster than existing ones, I definitely will need to use them...
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Liazon
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NexGenGS
«
Reply #44 on:
March 22, 2007, 02:17:00 pm »
if this is going to be an app, size won't be that much of a concern will it? I'd think with an app, speed over size might be more attractive.
so ya, I'd agree with Fallen Ghost.
btw, will there be clipped routines? just wondering since insanely fast masked+clipped 8x(
routines have been made, though obviously not app friendly since they were mainly for non flash calcs. ^^
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