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Topics - Runer112

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46
ASM / Jumping to a variable entry in a jump table
« on: August 14, 2010, 01:00:53 pm »
I'm a little confused. Is there any good or "right" way to access a variable entry of a jump table (or a vector table, I don't really care which I use)? The only thing I can think of so far is cheating by calculating the address you want to jump to, pushing it onto the stack, and then using a return.

47
ASM / Simple question about the "$" pointer in TASM
« on: August 13, 2010, 01:40:04 am »
I believe that the symbol "$" when used alone represents a pointer to the current location in a program. However, I am not sure exactly how it would work in the middle of a line. Take the following code as a simple example:

Code: [Select]
loop:
dec c
jr nz, loop

If I wanted to replace loop with $ and an offset (so I can use this loop as a macro), would the "$" not account for the size of anything on the current line, in which case (I believe) I would need $ - 1? So the following code would be identical?

Code: [Select]
dec c
jr nz, $ - 1

48
Other Calculators / Dumping a TI-84+ Silver Edition ROM
« on: July 28, 2010, 08:56:12 pm »
I've tried multiple different pieces of software multiple times, and I can never seem to find a way to dump my 84+ SE's  ROM. It's never been a problem for me in the past. I actually was looking for TI-BASIC editors a while ago and one happened to come across one that was secretly bundled with VTI and a TI-83+ ROM (they better hope TI doesn't find out about this). But anyways, I haven't had any problems with this ancient 83+, non-SE, OS 1.12 ROM. Until now.

I'm using a new computer, and wabbitemu just doesn't seem to work properly. It's probably my computer, so I'm installing VMWare Player with an old XP disc as I'm typing this, in hopes that wabbitemu will work fine on that. However, it may just be my computer not liking the ROM, and having a ROM with a really old OS and not much archive space wasn't too fun to work with anyways.



tl;dr best/easiest way to dump a TI-84+ SE ROM?

49
Axe / Sprite Editor
« on: June 24, 2010, 09:57:50 pm »
I made a post for the sprite editor I made a while back, but it was in the middle of a topic that has since floated to the bottom of the list and is hard to find in that topic even if you found the topic itself. So, I'm making a new topic just for my sprite editor! It's a whopping 8060 bytes, but that's because it has all of this:


><FEATURES><

-8x8 or 16x16
-Black and white, 3-scale grayscale, or 4-scale grayscale
-Multiple zoom views visible at once
-Realtime sprite hex display
-Hex input
-Invert colors
-Flipping horizontally or veritcally
-Rotating clockwise or counterclockwise
-Create, edit, and save as many sprites as memory allows
-Delete sprites


><INTERFACE><

In the top-left corner will be the number of the current sprite being edited. If a grayscale sprite is being edited, below that will be an indicator as to which buffer is currently active. In 8x8 mode, the sprite will be displayed at 1x, 2x, and 6x, zoom, with the hex data for the active buffer displayed at the bottom of the screen. In 16x16 mode, the sprite will be displayed at 1x and 4x zoom, with the hex data for the active buffer being displayed on the right side of the screen.


><COMMANDS><

Code: [Select]
|A| = Works in all modes
|G| = Works only in grayscale modes
|4| = Works only in 4-scale grayscale mode

Arrow keys |A| Move cursor
2nd |A| Alternate current pixel between black and white
ALPHA |G| Alternate current pixel between gray and white
X,T,θ,n |4| Alternate current pixel between dark gray and white
MODE |A| Alternate part of current pixel on active buffer
^ |G| change active buffer
TAN |A| Invert active buffer
DEL |A| Back up one hex character
STAT |A| Advance one hex character
0-F |A| Hex input on current buffer
x |A| Flip horizontally
÷ |A| Flip vertically
( |A| Rotate counterclockwise
) |A| Rotate clockwise
+/- |A| Change active sprite
F2 |A| New 8x8 sprite
F3 |A| New 16x16 sprite
F5 |A| Delete sprite

** If you find any bugs, want to suggest any features/changes, or just want to say how great of a guy I am for making this, please post here and tell me about it! **

50
Axe / Token Display
« on: June 22, 2010, 10:57:26 pm »
How can you display tokens? I'm pretty sure there's no way to do it in Axe (though I may be wrong), but is there at least a way to do it with assembly?

51
The Axe Parser Project / A message for DJ Omnimaga
« on: June 17, 2010, 03:38:50 pm »
EDIT: My original post was a bit rash and not well thought out. Now that I've had a bit of time to cool down, I realized that wasn't what I really wanted to say. This is all I really want to say:

I can't think of a better place for a great project like Axe Parser to reside than Omnimaga.org. I'd hate to see it leave due to a small dispute. :(

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