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Author Topic: Bug Reports -  (Read 94591 times) Bookmark and Share
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Eeems
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« Reply #30 on: 19 February, 2010, 07:37:48 »
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I have encountered what I think is an improper handling of the text shadow on clrHome

1
2
output(2,2,"hi
clrHome
run that then open a menu and close it again. When you close it 'hi' will show up again...
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« Reply #31 on: 19 February, 2010, 09:29:25 »
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1
#^rand->A

throws a BAD SYMBOL error on compilation Sad
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« Reply #32 on: 19 February, 2010, 21:12:15 »
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The text shadow is not cleared when you do ClrHome.  I was thinking of adding that to the routine, maybe I will next time.

I'll look into the problem with ^rand.
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« Reply #33 on: 19 February, 2010, 23:15:55 »
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Ah ok I thought so...the text showing up again is kind of getting annoying. how much bigger would the routine be if you added that? you could add a routine for clearing the text shadow, and one for displaying it or something...that would be kind of interesting being able to play around with the text shadow and the graph buffer....
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« Reply #34 on: 20 February, 2010, 05:08:12 »
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Ah ok I thought so...the text showing up again is kind of getting annoying. how much bigger would the routine be if you added that? you could add a routine for clearing the text shadow, and one for displaying it or something...that would be kind of interesting being able to play around with the text shadow and the graph buffer....
That sounds really cool!  I want a ClrTxtShad command now... Grin
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« Reply #35 on: 20 February, 2010, 06:03:54 »
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It would obviously be another command, tho Tongue, I am curious which in TI-BASIC...
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« Reply #36 on: 20 February, 2010, 07:37:42 »
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No, I think I'll just add it to ClrHome.  Its only 3 additional bytes I think.  That would bring the total size of the ClrHome command to 12 bytes each call.  This is over my limit of 10 bytes for an inline command, so I will optimize it to be a subroutine so it will actually be 18 bytes the first time its called, but only 3 bytes every additional time you call it.

There isn't really much interesting you can do with the text shadow.
« Last Edit: 20 February, 2010, 07:38:56 by Quigibo » Logged

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« Reply #37 on: 20 February, 2010, 07:44:30 »
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Aaaaah ok I see, I guess it should be fine. 3 bytes seems a bit big though for ClrHome o.O, considering in TI-BASIC it's one single byte :O

Unless you mean 3 byte before compiling?
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« Reply #38 on: 20 February, 2010, 07:56:22 »
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No he means the routine to call it due to how it has to call the spot (call location). ASM does not have the luxury of one byte per instruction unfortunatly...
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« Reply #39 on: 20 February, 2010, 08:40:13 »
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aaah ok x.x
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« Reply #40 on: 20 February, 2010, 10:03:50 »
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False.  In BASIC, its actually 2 bytes since you have to include the [Enter] character or the colon to get to the next instruction (I think only DelVar doesn't require this).  This type of next line character isn't needed in assembly, so its only a 1 byte difference.
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« Reply #41 on: 20 February, 2010, 11:12:14 »
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Oh wait I forgot about the linebreak/: char, and didn,t realise in ASM it wasn't needed. I guess I should, considering an ASM program in hex code doesn't appear to have linebreaks, sorry x.x
« Last Edit: 20 February, 2010, 11:12:55 by DJ Omnimaga » Logged

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« Reply #42 on: 23 February, 2010, 04:24:15 »
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Found an error with v0.0.5a's output command.
When I try to output the value of B in my alien game it gives me garbage.
This did not happen with v0.0.4a.
Did you change the command?
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« Reply #43 on: 23 February, 2010, 04:28:03 »
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Eeems, instead of
:Disp B
You must write
:Disp B>Dec  ([Math] [2])
It make the code smaller and faster, so it's a great (but conflicting) change. Smiley

*Ztrumpet ninjas Quigibo... Grin
« Last Edit: 23 February, 2010, 04:32:15 by ztrumpet » Logged

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« Reply #44 on: 23 February, 2010, 04:29:16 »
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Yes I did.  You have to add >Dec when displaying numbers in base 10.  Otherwise, it things you are displaying the string at the location of B.  I really couldn't think of any other way to have the same command be able to display in 2 different formats since it doesn't know which one you're talking about.

Edit: ninjad'
« Last Edit: 23 February, 2010, 04:29:40 by Quigibo » Logged

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