Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Xeda112358

Pages: [1] 2 3 ... 315
1
The Axe Parser Project / Re: Flickering Text (and collision?)
« on: June 04, 2021, 09:25:57 pm »
That is probably the simplest and fastest method and shouldn't slow it down much, but there might be order-of-operations issues, so you might need:
Code: [Select]
If (A>(X-8)) and (A<(X+8))
Alternatively:
Code: [Select]
If (A-X>-8) and (A-X<8)
But for Axe, that can probably be optimized to:
Code: [Select]
If A-X+7 < 15
(This is taking advantage of "negative" numbers actually being really large, so you don't need to make sure A-X+7>=0. If it was "smaller" than zero, it would actually be around 65000 which is not less than 15 :P)

2
The Axe Parser Project / Re: Flickering Text
« on: June 04, 2021, 09:00:09 pm »
Haha, no problem, and I merged those posts together.

The code looks like it should work. So for an optimization, if you draw the sprite with XOR logic, then DispGraph, then re-draw with XOR logic, then you won't have to ClrDraw to remove the sprites. (It's like doing a pxl-change/DispGraph/pxl-change)

So what about the text? You can draw the initial score before the loop, and after that, only re-draw the score when you increment D.

Drawing text can be slow, so only drawing it when needed will save a lot of time in your loop.

EDIT: clarified what xor/disp/xor was doing

3
The Axe Parser Project / Re: Flickering Text
« on: June 04, 2021, 08:50:10 pm »
You have the Fix 4 inside the loop so after the first iteration, it starts drawing directly to the LCD again. If you move it outside the loop (after the End), then it should work.

Also as general forum etiquette, you can Modify your post instead of double- (or triple-) posting :P (Double posting is when you post twice in a row. General rule of thumb is that after a day since the last post it is okay to double-post.)

4
The Axe Parser Project / Re: Flickering Text
« on: June 04, 2021, 08:22:17 pm »
If that is your loop then it shouldn't be flickering as far as I can tell. Can you post the rest of the code? It'll only be flickering of there is another DispGraph between the ClrDraw and DispGraph (or of course if the text is changing :P )

Also, if you only draw the text and update the screen (DispGraph) when something changes, then you'll get a significant speed-up.

EDIT: Ooohhh, I know the issue. At the start of your program (not in the loop), use Fix 5 and before you exit, run Fix 4.
The default behavior of Text( is to draw directly to the LCD and not the graphics buffer (this is what TI-OS expects when your program is finished). Fix 5 switches it to draw to the buffer and not the LCD.

So you would draw the text, and then when DispGraph, the text isn't drawn to the buffer and so it gets erased.

5
ASM / Re: [z80] Floating Point Routines
« on: May 06, 2021, 07:59:08 pm »
Wow, it has been over a year since I last updated this thread! :D

I've added support for IEEE-754 binary32 floats here!
What is really nice about this is that compilers like fasmg have built-in support for these floats, and there are a plethora of existing tools to work with them.
I've rearranged the project a bit and I am working on making the code more agnostic (so not relying on spasm's unique features). I've added a lot of conversion routines, especially for f32 and f24 floats.

I took an unplanned path with the f32 floats and ended up making addition, subtraction, multiplication, division, and square roots work entirely within registers and the stack, so no external RAM was required. I haven't taken the time to do a speed analysis of these, but I'm thinking they are a little slower than the single routines. I expect that multiplication and division are slower, and hopefully addition and subtraction are faster.

6
Computer Programming / Re: Alternatives to Ti-BASIC
« on: April 15, 2021, 07:33:23 pm »
Out of curiosity, why are you trying to avoid Axe and Grammer?

7
News / Re: Bringing the community together!
« on: April 01, 2021, 08:02:21 pm »
I don't think I can do an OnlyFans; I'm just not ready for that kind of responsibility :|

8
TI 68K / Re: Authenticator App
« on: February 24, 2021, 09:01:12 pm »
@ACagliano just implemented sha1 and sha256 for the eZ80 calcs, so maybe Cags would be interested :P

As for the time, on the 84+ you can just read a byte from each port 0x41-0x44

9
TI 68K / Re: Best way to perform clipping with irregular shapes
« on: February 22, 2021, 04:47:29 pm »
I think what I would suggest is what you are already trying to do. For irregular collision boxes, I set a "collision buffer" the size of the screen (1bpp), and in that buffer I set the pixel on if it's a collision point, else off. Then when I am drawing the tile, so draw it's collision sprite to the collision buffer.

I have no idea how to do this on the 68k calcs :P

10
Introduce Yourself! / Re: Greetings
« on: February 18, 2021, 06:38:01 am »
Hi! Have some !peanuts !

I've dabbled in 68k C and assembly, though that was a looong time ago :P What kind of stuff do you make?

11
Again, on behalf of Soru from Discord:
Quote
are you sure it is reset completely? try leaving the room and then come back in

12
@Sorunome ? It has been a while since I played, but I do remember doing one of these puzzles.

EDIT: (Posting on behalf of Soru, quoting from Discord):
Spoiler For Spoiler:
the way you orogress through the tilemaps on the way there through the cave
the shortest path, not the actual one you walked

13
TI Calculators / Re: Nover 3 "reset detected" loop nspire CX II
« on: December 23, 2020, 12:40:15 pm »
Nover 3 was created ~7 years ago for the nspire. The nspire CX II is similar, but fairly different and I would be surprised if nover 3 even worked on the CX II. That said, I don't really follow the CX II series, so I could be wrong. I just know the software and hardware have changed since the original CX models.

14
ASM / Re: looking for a code exorcist
« on: December 19, 2020, 08:03:19 am »
Sweet baby carrots :0
Maybe the actual circuits bare degraded causing bits to linger on the bus or something? Other idea: it looks like the code might be missing the 01 in the "ld bc,**" instruction (01xxxx) because he LSB comes first.
Code: [Select]
$0000  1 nop \ nop
$0001  0 ld bc,xx00h (DB00 in your case)
$0002  1 ld a,(bc) \ nop
$0010  1 djnz $+0
$0011  0 ld de,xx00h
$0012  1 ld (de),a \ nop
$00F0  1 ret p \ nop
$00F1  WTF pop af \ nope (oof!)
$00F2  0 jp p,xx00
$00FF  0 rst 38h \ nop
Once the program is on your calc, if you could hex-dump it, then we could check if maybe it is missing the 01.

15
ASM / Re: WikiTI
« on: December 08, 2020, 08:13:42 pm »
Oh, thanks for confirming that. I know the code to set 15MHz mode does take some advantage of that, because it essentially writes a 0 to port 20h (mirror of the link port) on those calcs which is generally safe, but writes a non-zero value on the other calcs.

Pages: [1] 2 3 ... 315