Author Topic: TI 83+/84+ randomness  (Read 21994 times)

0 Members and 4 Guests are viewing this topic.

Offline ferox

  • LV3 Member (Next: 100)
  • ***
  • Posts: 94
  • Rating: +3/-0
    • View Profile
Re: TI 83+/84+ randomness
« Reply #15 on: January 27, 2011, 11:14:12 am »
Yes, using a disassembler.  but the code you'll see won't be in axe, but in assembly.
thanks, but i will trust you all :P (well anyway, it would take all the fun out of the game)
Also, do you want the hex code of an axe program? There are ways to do that pretty easily.

hex code? like i said, i'm a noob, i just got the idea XD
the hex code is the code of a program in hexidecimal numbers.

aaaaah, i really need to learn a bit or two (or more like 1000) :(
on hold:

Offline aeTIos

  • Nonbinary computing specialist
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3915
  • Rating: +184/-32
    • View Profile
    • wank.party
Re: TI 83+/84+ randomness
« Reply #16 on: January 27, 2011, 11:14:48 am »
doesnt matter
I'm not a nerd but I pretend:

Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: TI 83+/84+ randomness
« Reply #17 on: January 27, 2011, 11:15:01 am »
Well, 1000 bits is 125 bytes.... :P

Offline Deep Toaster

  • So much to do, so much time, so little motivation
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 8217
  • Rating: +758/-15
    • View Profile
    • ClrHome
Re: TI 83+/84+ randomness
« Reply #18 on: January 27, 2011, 11:15:21 am »
but that is still no clear answer to my question: is it possible to decompile and see the codes?

Depending on what "codes" you want to see. The compiled Axe program is in data form. You can easily convert it to ASCII hex using something like this "unsquisher", or you could disassemble it into assembly code with a disassembler. You can't get the Axe source back, though.

For example, say you have this program:

Code: (Axe) [Select]
:1+1

Once you compile it, it's in data form.

If you use an unsquisher, it gives you

Code: (Hex) [Select]
:AsmPrgm21010023

If you use a disassembler, it gives you

Code: (ASM) [Select]
LD HL,$0001
INC HL

But there's no way to get back to the Axe code.




Offline ferox

  • LV3 Member (Next: 100)
  • ***
  • Posts: 94
  • Rating: +3/-0
    • View Profile
Re: TI 83+/84+ randomness
« Reply #19 on: January 27, 2011, 11:16:34 am »
I'm not an Axe programmer if that is what this is aimed at. However, in BASIC, you could do something like this:
Code: [Select]
Input "CODE:",Str1
ClrHome
If Str1="GARRMEOWRAWR
Then
prgmRAWRZ
Stop
End
If Str1="GIZZLEBOPS
Then
Asm(prgmPONG
Stop
End
If Str1="SOAGUYWALKSINTO...
Then
Output(1,1,"YEAH, I HAVE NOTHING
Stop
End
Output(1,1,"INVALID CODE!

well, sort of, but then no external progs or such, but just random things.
and since i would like to learn axe, it would be fun if it were my first prog (if it is possible, that is)
on hold:

Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: TI 83+/84+ randomness
« Reply #20 on: January 27, 2011, 11:17:45 am »
Ah, okay... Erm, I still need to learn axe too... And why doesn't axe just compile it to 210200? It would save memory/speed

Ashbad

  • Guest
Re: TI 83+/84+ randomness
« Reply #21 on: January 27, 2011, 11:17:52 am »
Installing a parser hook may be a bit of a hard challenge for your first axe program, I would suggest starting smaller at something more like a moving sprite, a test game, or a tilemapper

Offline alberthrocks

  • Moderator
  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 876
  • Rating: +103/-10
    • View Profile
Re: TI 83+/84+ randomness
« Reply #22 on: January 27, 2011, 11:18:26 am »
I've disassembled and converted compiled Axe programs to apps before Axe got application creating support. ;)
But that requires a little bit of assembly knowledge, which I'll assume you don't have.
ticalc.org has plenty disassemblers - just pick one that fits your needs. ;)

well, i meant that others could decompile my prog and then see all the codes i put in...
if that is possible, it is a minus...

Nope, there are no Axe decompilers out there, so the farthest you can go would be to disassemble it into assembly. The Axe source is gone, in other words.

but that is still no clear answer to my question: is it possible to decompile and see the codes?

Ehh... assembly code, yes. But not very interesting (or fun) to read: http://omnimaga.pastebin.com/zCHk31V4
Withgusto Networks Founder and Administrator
Main Server Status: http://withg.org/status/
Backup Server Status: Not available
Backup 2/MC Server Status: http://mc.withg.org/status/


Proud member of ClrHome!

Miss my old signature? Here it is!
Spoiler For Signature:
Alternate "New" IRC post notification bot (Newy) down? Go here to reset it! http://withg.org/albert/cpuhero/

Withgusto Networks Founder and Administrator
Main Server Status: http://withg.org/status/
Backup Server Status: Not available
Backup 2/MC Server Status: http://mc.withg.org/status/

Activity remains limited due to busyness from school et al. Sorry! :( Feel free to PM, email, or if you know me well enough, FB me if you have a question/concern. :)

Don't expect me to be online 24/7 until summer. Contact me via FB if you feel it's urgent.


Proud member of ClrHome!

Spoiler For "My Projects! :D":
Projects:

Computer/Web/IRC Projects:
C______c: 0% done (Doing planning and trying to not forget it :P)
A_____m: 40% done (Need to develop a sophisticated process queue, and a pretty web GUI)
AtomBot v3.0: 0% done (Planning stage, may do a litmus test of developer wants in the future)
IdeaFrenzy: 0% done (Planning and trying to not forget it :P)
wxWabbitemu: 40% done (NEED MOAR FEATURES :P)

Calculator Projects:
M__ C_____ (an A____ _____ clone): 0% done (Need to figure out physics and Axe)
C2I: 0% done (planning, checking the demand for it, and dreaming :P)

Offline Deep Toaster

  • So much to do, so much time, so little motivation
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 8217
  • Rating: +758/-15
    • View Profile
    • ClrHome
Re: TI 83+/84+ randomness
« Reply #23 on: January 27, 2011, 11:18:40 am »
Ah, okay... Erm, I still need to learn axe too... And why doesn't axe just compile it to 210200? It would save memory/speed

It does. Just for sake of example, just pretend it doesn't :P




Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: TI 83+/84+ randomness
« Reply #24 on: January 27, 2011, 11:19:19 am »
Yeah, I prefer to read the hex, not those ugly mnemonics...

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: TI 83+/84+ randomness
« Reply #25 on: January 27, 2011, 11:19:31 am »
Ah, okay... Erm, I still need to learn axe too... And why doesn't axe just compile it to 210200? It would save memory/speed
I think it does, actually.

rawr, mega ninja'd
« Last Edit: January 27, 2011, 11:19:55 am by calc84maniac »
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline Deep Toaster

  • So much to do, so much time, so little motivation
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 8217
  • Rating: +758/-15
    • View Profile
    • ClrHome
Re: TI 83+/84+ randomness
« Reply #26 on: January 27, 2011, 11:19:49 am »
Installing a parser hook may be a bit of a hard challenge for your first axe program, I would suggest starting smaller at something more like a moving sprite, a test game, or a tilemapper

A homescreen hook would be much easier for this. But yeah, in any case a hook is pretty advanced. Try something simpler if you're just learning Axe.

Ah, okay... Erm, I still need to learn axe too... And why doesn't axe just compile it to 210200? It would save memory/speed
I think it does, actually.

rawr, mega ninja'd

Ninja'd you.

EDIT: Edit ninja'd :P
« Last Edit: January 27, 2011, 11:20:21 am by Deep Thought »




Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: TI 83+/84+ randomness
« Reply #27 on: January 27, 2011, 11:20:19 am »
Ah, okay... Erm, I still need to learn axe too... And why doesn't axe just compile it to 210200? It would save memory/speed

It does. Just for sake of example, just pretend it doesn't :P
Oh, okay :P Oops...

Offline ferox

  • LV3 Member (Next: 100)
  • ***
  • Posts: 94
  • Rating: +3/-0
    • View Profile
Re: TI 83+/84+ randomness
« Reply #28 on: January 27, 2011, 11:22:07 am »
Installing a parser hook may be a bit of a hard challenge for your first axe program, I would suggest starting smaller at something more like a moving sprite, a test game, or a tilemapper

well, sprites i can manage if they are 8x8 (i think). i wrote a BASIC converter so you can draw your sprite, and then it converts to hex code. works only for 8x8 though.

anyway, it is the idea, if someone else would like to do this project it would be most welcome. i can give ideas, and sprites and do little things with a bit of studying ;D
on hold:

Offline ferox

  • LV3 Member (Next: 100)
  • ***
  • Posts: 94
  • Rating: +3/-0
    • View Profile
Re: TI 83+/84+ randomness
« Reply #29 on: January 27, 2011, 11:59:59 am »
I also don't really get the "input" function. when i add the header, it changes "Input_" to "input" and now i can't really get it :(
maybe wrong topic, but i need for an example code (if possible).
on hold: