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Messages - Compynerd255

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316
The Axe Parser Project / Re: Features Wishlist
« on: February 03, 2011, 10:27:40 am »
Oh, I have a feature request: a Symbol Table. In other words, I want to define memory locations other than L1-L6 as alpha-numeric symbols. For example, this:
Code: [Select]
GetCalc(Str1, 768) -> {L1+700}r
...code...
Pt-Off(2,5,Pic1)->{L1+700}r
Copy(L6, {L1+700}r, 768
becomes this:
Code: [Select]
#Define(BUF,L1+700
GetCalc(Str1, 768) -> BUF
...code...
Pt-Off(2,5,Pic1)->BUF
Copy(L6,BUF,768)
ASM programmers can do this, so why can't we?

317
The Axe Parser Project / Re: Features Wishlist
« on: February 02, 2011, 03:42:04 pm »
Quigibo, if you are implementing Switch statements, can you include support for Strings?

In computers, no programming language has switchs with strings, and I'd love them ;D
C# and related languages actually do have switches for strings (I've used them more than once). However, it would be nice to have any string comparisons at all in Axe, since we want name strings and stuff like that.

318
Axe / Re: How do I use calcnet for Axe?
« on: February 02, 2011, 10:11:33 am »
Wait, is this for Wabbit or PindurTI?

319
Axe / Re: How do I use calcnet for Axe?
« on: February 01, 2011, 10:36:16 am »
Thanks, Quigibo. I tried changing all of the CDs to CFs (Call to b_Call) but I'll try this suggestion and see how it works.

On another note, when I try to do linking in WabbitEmu, I can't get it to work. I use this exact command sequence:
F12 (to switch the calc on)
File -> New
F12
Calculator -> Connect To...

And nothing happens. Before and after I use this command, link apps that do work on real hardware (Bomberkids, Bubble Bobble, the TI link system itself) do not work in WabbitEmu. I've tried both the 32 bit and 64 bit versions in Windows 7 Ultimate, 64 bit. Do you know what is going on?

320
The Axe Parser Project / Re: Off-Calc Axe Parser
« on: January 27, 2011, 10:40:41 am »
Not to change the subject dramatically, but who remembers TI Power GOLD? It was that on-computer calc language that programmed for 83, 83 Plus, and 86, using alternate syntax and converting to ASM later. I could never get it to work because the compiler wouldn't recognize the built-in symbols in the example programs. I think it would be nice to have Axe off calc for serious programmers (and maybe even a step-by-step Axe debugger).

321
Axe / Re: Full Normal Slow?
« on: January 27, 2011, 10:37:53 am »
.
Oh phew, I was scared. X.x

On the PSP, when wi-fi is turned ON, batteries power is drained like crazy compared to normal.
That's because its using a transmitter to connect to a wireless router. Any sort of RF transmitter eats away power, which means that when you have any device connected to Wi-Fi, you should have your device connected to AC Power. USB is simply flipping on 5 V switches in a cable, which doesn't take nearly as much power. So USB on-calc isn't as serious a power drain, but Wi-Fi on calc...

322
Axe / Re: How do I use calcnet for Axe?
« on: January 26, 2011, 10:31:05 am »
I wrote a little sample code to show how to use CALCnet2.2 in Axe. The code assigns a player index to your calculator, occassionally broadcasts that index to others, and takes recieved player indices and stores their 5-byte addresses in memory:
Code: [Select]
ClrHome
Disp "F1-F5=P1-P5"
0->K
Repeat K>=49 and (K<54)
getKey->K
ReturnIf K=15
End
ClrHome
K-49->D
0->{L3
Fill(L3,40
Disp "LINKING...",i
.START CALCNET
Asm(CD4209)
.CLEAR SEND BUFFER
Asm(CD420C)
.CLEAR RECIEVE BUFFER
Asm(CD420F)
0->T
Repeat getKey(15)
!If T^16
.SEND FRAME
Asm(CD420C)
.SENDER INDEX (0 for all)
0->{L1+270}
Fill(L1+270,5
.FRAME CONTENT
D->{L1+277}
.FRAME SIZE
1->{L1+276}
.READY SIGNAL
128->{L1+275
End
T+1->T
.CHECK RECIEVE
If {L1+12}>128
.COPY PLAYER ADDRESS TO SPACE DICTATED BY PLAYER INDEX
Copy(L1+7,{L1+14}*8+L3,5
.PRINT PLAYER ADDRESS IN RIGHT SPOT
Output(1,{L1+14}+1,{L1+14}+L3
.CLEAR RECIEVE BUFFER
Asm(CD420F
End
End
.STOP CALCNET (Remember to use!)
Asm(CD4212)
Return

323
The Axe Parser Project / Re: Bug Reports
« on: January 25, 2011, 10:35:46 am »
It seems that there is a bug in the curly bracket command. I've noticed that when I do this,
Code: [Select]
If {L1+70
.do something
{L1+70}-1->{L1+70}
End
that something is always executed, rather than stopping when {L1+70} reaches zero. But when I do this:
Code: [Select]
If {L1+70
{L1+70}->I
.do something
I-1->{L1+70}
End
the code works correctly, no longer executing when {L1+70} hits zero. Do you know what's going on?

It also seems that in Axe 0.4.7, there is a bug in the compiler. Many times, when I write in a piece of code and compile it, the game crashes inexplicably when it is run, forcing me to do a battery pull and sometimes even hold down Clear while putting the battery back in. For example:
Code: [Select]
LnReg
fnInt(CLK, 2
.RUN GAME CODE
sub(GAM
LnReg
Return
This code works once, but every subsequent time I compile, it crashes. Then, when I remove the first LnReg, it works. I know that this is not an isolated problem, because it also crashed on several other examples, including a sprite definition! And I know I wrote it correctly. Was this bug fixed in 0.4.8? I have yet to try...

324
The Axe Parser Project / Re: List of all programs made with Axe Parser
« on: January 24, 2011, 10:32:35 am »
Eitrix is in progress, just thought I'd mention that. Could you please mark it as such?

325
TI Z80 / Re: Netrek for Calculator
« on: January 21, 2011, 10:37:54 am »
One thing I should say now is that while Netrek is self-moderated, it is uncensored, which means that anyone wanting to check out the game should beware of trolls and scum who shoot their mouths off. Although you can vote to eject players (type "eject a" or "ban a" where "a" is the player index of the offending player), I just wanted to warn you. Still, I think that Netrek would be fun to recreate. If you want to play it, go to www.netrek.org and start by downloading the client applicable to your operating system. (And what would be really cool is if someone could interface their calculator with an Arudino board and globalCALCnet and simply create a calc-based client).

Also, if you want to look at server code, it's online in a ".tar" compression file, meaning that you need Linux or a free .tar opener to open it. I haven't looked at this code myself, but I think it would be a good idea to look at.

326
TI Z80 / Re: Eitrix for TI-84 Plus
« on: January 21, 2011, 10:31:14 am »
FINALLY! EITRIX VERSION 0.4 IS AVAILABLE!

These are the new features:
  • Attack Items: Two special attacks that will randomly hit you
  • A whole lot faster!
    • Goes off of interrupts, so that the speed will remain constant AND can be controlled by MirageOS keyhooks
    • Creates an 800 byte Appvar called EITWORK
  • Added a MirageOS icon

Please play and tell me what you think! Also, I did find a few bugs in the code, so if anyone would like to check them out and fix them, please do.

327
News / Re: Obliteration ensues
« on: January 21, 2011, 10:23:43 am »
Guys, if you haven't already, you should check out my Eitrix game. (http://ourl.ca/8464) It will be designed to implement CALCnet2.2 (BTW, that's how you need to write it, according to the CALCnet Whitepaper on cemetech) to allow for a 4-player Tetris fight to the death.

DJ, looks like your dream of playing S.A.D. over the internet is starting to become a reality :D
* Binder News smiles and prepares by clearing off some of the >68 programs he has on his calc.
* yunhua98 chuckles and starts clearing his >290 programs off his calc...
I can't even store 290 programs on my calc...

328
TI Z80 / Larn for calculator
« on: January 19, 2011, 10:26:07 am »
I had another idea for a game if anyone is interested in writing it: Larn. For those of you who don't know, Larn is a text-based rouge style game where the object is to find the unique "potion of cure dianthortis" and bring it back to your ailing daughter. However, the potion is hidden at the bottom of a volcano that is also populated with dragons and demons, which means that you have to power up your strength and equipment if you hope to survive. What makes the game interesting is that there are so many ingame items that it is impossible to find them all in one run of the game (which can last under 10 minutes, depending on how careful you are). More information can be found on http://nlarn.sourceforge.net. Please reply if you are interested.

329
TI Z80 / Netrek for Calculator
« on: January 19, 2011, 10:18:35 am »
Although I'm in the middle of another project and would not have time for this, I had a sweet idea for a game in case anyone wants a challenge: Netrek. For those of you who don't know what it is, Netrek is a game that is very loosely based on Star Trek. In it, you fly around in different types of ships suited to different tasks, dogfight other ships, and use those newfound kills to have the privledge of shipping armies, which will allow you to genocide the enemy race (the object of the game). More information on it can be found on www.netrek.org. Tell me if this idea interests anyone!

330
TI Z80 / Re: Eitrix for TI-84 Plus
« on: January 18, 2011, 10:28:36 am »
Yes, it was. However, since I want to migrate all of the player grid information to L3 to make way for CALCnet2.2, I couldn't use that as my rendered image. Thus, Eitrix steals 768 bytes of usermem, in the form of an appvar named EITWORK. However, Eitrix goes a lot faster, except when specials are underway.

Additionally, I'm in the middle of configuring the game so that an automatic interrupt triggers keypress timing, rather than the frame count, as I had originally been doing. It's almost done, so I'm going to try to post tomorrow morning.

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