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46  Calculator Community / TI Z80 Calculator Projects / Re: ORG: online Z80 IDE and assembler on: 06 October, 2012, 20:09:10
What about the undocumented instructions?
47  Calculator Community / Axe Language / Re: raycasting texture on: 05 October, 2012, 17:32:46
Ah, that makes sense now. Have you tested the version with Rect(?
48  Calculator Community / Axe Language / Re: raycasting texture on: 05 October, 2012, 16:37:47
Drawing the text on the right side every frame is very slow. You should draw it once before the game and then only clear the 64x64 px area. You could use Copy(, Fill( and/or a for( loop to achieve that.
49  Calculator Community / TI Z80 Calculator Projects / Re: ORG: online Z80 IDE and assembler on: 05 October, 2012, 16:14:13
it seems like it would be simpler and more intuitive to have the calculations be in the same column as the code is already. the cycle count could just be displayed to the right of the line number and the total calculations over on the right side where all the rest of the system messages are.

Yeah, also great idea.
50  Calculator Community / TI Z80 Calculator Projects / Re: ORG: online Z80 IDE and assembler on: 05 October, 2012, 14:22:30
Maybe. I would have to change how the programs are parsed in order for that to work dynamically. I have all the data for size and cycles, though.

It doesn't need to be dynamically. Maybe just a button to show/refresh the cycle calculator and one to hide it. When you click the show button, another column will appear next to the text field for the code (parallel scrolling) and you can select the loops to multiply. At the bottom the total sum is displayed.

EDIT something like this:

I used the average number of cycles.
51  Calculator Community / Axe Language / Re: raycasting texture on: 04 October, 2012, 23:28:36
To test if whether a pixel is set you could make a simple routine that shifts the byte right by one and checks for carry.
52  Calculator Community / Axe Language / Re: raycasting texture on: 04 October, 2012, 23:14:30
Ok then maybe do something like this:


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H/8->S   .H is the wall height in pixels
For(8)
If pixel is set
Rect(X,Y,S,1)
End
Y+S->Y
End
53  Calculator Community / Axe Language / Re: raycasting texture on: 04 October, 2012, 23:05:48
But this clears the whole screen, right?
54  Calculator Community / Axe Language / Re: raycasting texture on: 04 October, 2012, 22:55:11
Which routine?
55  Calculator Community / Axe Language / Re: raycasting texture on: 04 October, 2012, 22:52:19
Are you doing clrdraw every frame? That would make the pxl-Off redundant.
56  Calculator Community / Axe Language / Re: raycasting texture on: 04 October, 2012, 22:41:44
Why do you have to multiply with W at the end? I don't get the point of that. Can you post that part of your code?
57  Calculator Community / Axe Language / Re: raycasting texture on: 04 October, 2012, 22:33:04
I don't know, can you post the solution you came up with so maybe we can optimize that.
58  Calculator Community / Axe Language / Re: raycasting texture on: 04 October, 2012, 22:28:14
can you answer at my second question please ? ^^ if you know Smiley

What do you mean with a "a line with a different size"? One that is wider than one pixel?
When you only need vertical or horizontal lines, you should use the Rect( command. It is a lot faster than Line( and you can adjust the width.
59  Calculator Community / Axe Language / Re: raycasting texture on: 04 October, 2012, 22:19:42
Yeah, it is probably the fastest way to do it. If you don't need the sprites anywhere else, just store them rotated. That is faster and takes less memory. Wink

Btw, your raycaster looks awesome so far. I built one myself last week. Does yours run at 6 mHz or at 15 mHz?
60  Calculator Community / Axe Language / Re: raycasting texture on: 04 October, 2012, 22:10:53
To get the vertical line, just rotate the sprite 90 degrees right and then you add the line you want. The result is the vertical line from bottom to top.


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[whatever your sprite is]->Pic0
.L is the line number (0=leftmost, 7=rightmost)
{RotC(Pic0)+L}->V
.V is the bit mask of the vertical line. MSB = bottom pixel, LSB = top pixel

EDIT: When you only use that sprite you said it doesn't need to be turned because it is the same then.

And L (without *8 ) should be correct.
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