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Messages - AssemblyBandit

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361
Miscellaneous / Re: Facebook
« on: September 23, 2010, 08:30:58 pm »
Quote
read: he wants to stalk you. Just kidding Grin. I will add you later. I thought about adding a Omni group there, but it will be read-only, to make sure the discussion happens on Omni, avoiding splitting discussion between two places. That said, in the future, it might be nice if I added a Facebook/twitter mod on the site so people can post topics from here on FB/twitter. This could attract more traffic.

I like stalking people :-*! That would be awesome though, I dont know too much about websites unfortunately.

362
Miscellaneous / Re: Facebook
« on: September 23, 2010, 08:06:42 pm »
Heres my facebook account, http://www.facebook.com/people/Brian-Mueller/1484535480 , Omnimaga should have a group on facebook! It would be nice to see if anyone programmed calcs around me, Ive never personally met anyone who can in my life!  :'( Were pretty rare  ;D

363
News / Re: Jailbreaking a PS3 using a TI-84 Plus?
« on: September 06, 2010, 11:45:15 pm »
We need to have more stuff like this. The more hardware we can connect the calc to, the more users, possible developers, and more publicity will follow. Everyone knows that you can play games on calcs nowadays, we should show them that they can also operate toasters or do whatever.

364
ASM / Re: TI84+ RFID help.
« on: September 06, 2010, 08:07:57 pm »
I got it to store just straight to the plotsscreen, then i just display it, and then i display the 768 bytes in hex. Im going to download wabbitemu right now. And yeah, its the assembly studio by ACZ. It works for the 86, 83, and 84. I should probably give ZDS a try but i like the way you can create your own dlls for assembly studio and have the code compile into different filetypes. When i get done with the RFID reader, ill upload the code and schematics for it. Not that anyone would probably have a use for it.

365
ASM / Re: TI84+ RFID help.
« on: September 06, 2010, 01:51:28 am »
Thats perfect, Ill just store 768 bytes and then just copy the backup to the actual screen. I wont be able to see it in hex, but just looking at the pixels I should be able to see what kind of patterns it has. Unfortunately I dont have a good emulator, It would be nice to step through my programs code! Oh, and I use assembly studio so the $bb $6d isnt required, I think that defines the program type. Thanks for the info, I need to get that thing working by tonight.

366
ASM / Re: Check for multiple keypress, but just "once", how?
« on: September 06, 2010, 12:27:37 am »
The best way to handle key presses is in an interrupt, having it in the program kinda wastes processing time, unless your able to press the keys faster than about 300 times a second. Youll find that its at the perfect speed too. To check for multiple key presses just once, they would have to be in the same mask group, or use multiple keymasks and just 'and' the bits together.

 :o Whoa, I had a major error in the simple version heres a better version:
Code: [Select]
keyloop:
 ld a,(OldKey)  ;get the stored previous keypress ($ff means none)
 xor 255  ;set up a mask
 ld c,a  ;store the mask of the keypress that happened earlier
 ld a,$fe  ;get the arrow keys
 out ($01),a
 nop  ;usually i dont wait, or debounce
 in a,($01)
 or $f0  ;mask to only check the arrow keys
 ld (OldKey),a  ;store the new keypress
 or c  ;dont allow the old keypress to get through
 cp %11110101
 jp z,up_left
 cp %11110011
 jp z,up_right
 cp %11111100  
 jp z,down_left
 cp %11111010  
 jp z,down_right
 cp %11111110  
 jp z,down
 cp %11111101  
 jp z,left
 cp %11111011  
 jp z,right
 cp %11110111  
 jp z,up
 ...                 ;do stuff or use a timer here
 ...                 ;if you read the port too fast
 ld bc,$ffff
Delay:
 push bc
 pop bc
 dec bc
 ld a,b
 or c
 jp nz,Delay
 ...                 ;button presses will be too
 ...                 ;sensitive.
 jp keyloop

OldKey:
.db $ff

367
ASM / TI84+ RFID help.
« on: September 05, 2010, 08:37:24 pm »
Ok, was wondering why this code would run once then be "invalid" the next time I ran it. I got my calc hooked up to an RFID reader and Im trying to get the thing to work. It turns the thing on and will get some data but its always the same data. I still need to synchronize the speed but It would be nice to get a few bits before I go through all the work.

368
News / Re: 42 ways to prevent a project from dying due to data losses
« on: September 05, 2010, 02:54:06 pm »
Up to #11 I was actually believing this. :( Wow.

369
TI Z80 / Re: Cydia
« on: April 26, 2010, 06:23:29 pm »
The bastards!

370
TI Z80 / Re: Cydia
« on: April 25, 2010, 12:40:11 pm »
Well, i have a couple of complaints, first why does the include file have ram start at $8000? If someone swaps pages (which they will because theres no point in having duplicate pages) then they will get messed up. Correct me if im wrong but doesnt the ram start on page 0 (permanently mapped at $c000)? Second, Ive been trying to get some flickerless grayscale and it doesnt seem to want to work with me. I got some source code for this so called "4 level grayscale" but the guy really didnt seem to understand how grayscale actually works, he was just flashing two layers on and off at equal increments which just equates to 3 level grayscale? (that flickers like crazy.) Ive gotten some values that work good but even then theres this slow flicker that goes through. Ill try some more tonight using im2 but i cant stand the way ti did away with the memory mapped display, I just cant see why they would change it. they are anti grayscale though, so i guess that probably had something to do with it.

371
TI Z80 / Re: Cydia
« on: April 06, 2010, 09:41:43 pm »
Im going a little crazy with the graphics, Im trying to get the fight scenes to look good, but i think i might be overdoing it for now. Ill post a video soon.

372
Miscellaneous / Re: College Decision Help
« on: March 29, 2010, 08:31:04 pm »
This is an easy choice! Go to the better school away from your parents! Its probably going to be your first real time spent away from home and trust me you will be a lot happier with the independence. As long as you can afford it, its definitely the way to go. And even better its only 3 hours away so you can always come and go as you please if you really wanted to. I think most schools recommend that you live in the dorms at first (which is what I recommend, you'll make more friends and there will be more parties.) But after a couple of semesters you'll probably want to get your own apartment. 3 hours away is really the best of both worlds, you will be close to your family, but far enough to get away with whatever you want!

373
TI Z80 / Re: Cydia
« on: March 25, 2010, 10:24:22 pm »
im sure i have more on there, i just cant remember what they are.   ???

374
TI Z80 / Re: Cydia
« on: March 25, 2010, 10:16:08 pm »
http://www.ticalc.org/cgi-bin/acct-view.cgi?userid=75011   my link to my profile on ticalc.org

375
TI Z80 / Re: Cydia
« on: March 25, 2010, 09:37:14 pm »
Oh no, Ive been working on this on and off for a while. I started it about 8 years ago. I originally wrote it on the 85 written in ti basic. Unfortunately there was a memory leak or something (the 85 didnt have that much memory anyway), and it would give me a memory error when i tried to play it for testing after a while. i kinda got off of it for a couple of years then i decided to learn asm and got me an 86. The 86 was awesome for its time but back then ti didnt really give out any info on its calcs. With documents from ACZ and months of testing, i had pretty much documented a ton of things on it, including port info, rom calls, other little things in the os, and the unofficial instructions. Then about 2 years ago i decided to remake Cydia in assembly. i really had everything laid out for it except for the fighting routines. I was busy trying to draw all the enemies but eventually i just left it alone. i released my first game on ticalc.org and nobody seemed to interested in it anymore. Now i look at the code and theres a lot to go through. i really dont remember exactly what all my routines do, but ill figure it out. Im also going to do (hopefully) a major overhaul on the graphics and make the story more in depth. By the end of next month I will have an actual demo for it ready. Its kind of tough working with the smaller screen though. Its really going to be good though.  ;D

And about the RPG Maker, I designed the code for this game to be modular. All the routines that are for basic gameplay are in the main code. Basically I designed it so that maps were to be saved as strings of data that held everything specific about them in it. Map strings contain theyre own sprites for the map, the design of the map itself (which includes the spots where the f1 key would change to what kind of spot it was, such as 'Talk' or 'Take'), and all of the text for the npcs in there. That way once i got done with the main engine all i would have to do is design the maps and what kind of stuff was in there for the storyline and chests and stuff. I planned to release a mapmaker with it so that theyre could be user created quests or even whole games themselves. And you wouldnt have to code anything, just design what you wanted in the game. Ill try to have that done when i finish it. (ill create a generic one to help speed up the process of making maps for now.)

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