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Messages - SolusIpse

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16
which is why I always thought it was weird that the syntax is
Code: [Select]
jp (hl)and not
Code: [Select]
jp hl

17
if you are familiar with C or similar languages, think of hl as holding a pointer and (hl) as dereferencing said pointer.  z80 calcs use 2 byte addresses so you need a register pair to hold the address.  The z80 designers probably decided it would be useful if you could directly manipulate the byte pointed to by the address in hl instead of having to load it into one of the registers prior to rotations, shifts, etc.

Note that in almost all cases I can think of, directly manipulating the contents at the address using (hl) as an argument is slower than using a register as an argument.  logical since registers are closer than RAM.  but, it could be useful if you have tied down for registers.

oh this will probably confuse but the ONLY time (hl) does NOT DEREFENCE is

Code: [Select]
jp (hl)
iirc, this actually tell you to jump to the address that register pair hl holds, or the address that would be stored at (hl) (I forget which, calc84maniac probably knows)

18
General Calculator Help / Re: Status of Nspire programming?
« on: July 07, 2010, 07:49:19 pm »
Kudos to Quigibo!  From the screens Axe is really impressive.  Looks much better than a lot of the C->z80 converters in from awhile ago.

Was never really good at C to be able to set up a dev environment on my own.  Hopefully Nspire programming will reach the same level as 68k but it's sad to hear the news concerning TiLP and TIGCC/GCC4TI.  If there's one thing I like about Nspire, it has a nice big screen unlike z80 calcs >.<  so few pixels! so hard to make decent looking 16x16 bw people sprites!

As for TI cutting RAM, I almost can't blame them after spending so much time processing silicon wafers by hand. 

19
General Calculator Help / Re: Status of Nspire programming?
« on: June 30, 2010, 11:04:38 pm »
did anyone ever figure out why Ti-Boy SE and lots of other programs no longer worked on new calcs?  Was it really a hardware change on Ti's part?

20
General Calculator Help / Status of Nspire programming?
« on: June 30, 2010, 10:52:24 pm »
So how much progress has been made in terms of getting games onto Nspire?  Is there anything like TIGCC yet?  Or is it still far from it?  Does the Nspire still emulate z80 properly with the exception of unofficial instructions?  What does one need to do to make sure that z80 ASM programs are compatible with Nspire?

Also, how's the 68k front?  Is it still just TIGCC or did the split happen and there's another C compiler for 68k calcs?  Any good games out?  And is it true that 68k may be phased out in favor of Nspire CAS?  At least Ti-84's going to stay for awhile right?

21
Computer Projects and Ideas / Re: A DnD Idea
« on: July 08, 2009, 11:12:07 pm »
did you want to start a campaign on IRC or on the forum?

I haven't played version 4, but 3/3.5 seems to be the basis of some videogames (KOTOR I & II)

22
Other Calculators / Re: Text Based Games
« on: July 06, 2009, 05:52:20 pm »
They can be good, but it really depends on the author.  Many games nowadays (I'm not just talking about calculator games) have nothing except incredible graphics; good story lines and game play have gone out the window.  Obviously, with text-based games there's no way game play will be sacrificed for graphics.

Agreed.  Same with movies too *cough*Transformers 2*cough* although I really liked it.

Have you ever played Braid?  Now that's a really good game with really good gameplay and story.

23
General Calculator Help / Re: ARPG dsnt Work!!! crap, help
« on: July 06, 2009, 05:50:45 pm »
you could always just learn ASM.  Iambian is a good teacher.

24
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: July 01, 2009, 07:14:41 pm »
CoBB stopped PTI dev a long time ago didn't he because there was an inherent bug?

25
TI Z80 / Re: Final dungeon underway
« on: July 01, 2009, 07:10:15 pm »
so basically you can only attack and heal and repeat?  that's pretty tough.

26
Congrats!

27
ASM / Sound?
« on: June 24, 2009, 07:43:51 am »
ya, as the topic suggests, I don't know a thing about how to get sound on the ti's.  How do you get a range of sounds with only high/low lines?  Do you just set it high/low at different frequencies and durations?  If so, is there a sound converter of some sort so I can get whatever raw data I need to make in-game music?

28
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: June 23, 2009, 08:51:15 pm »
[...]
When you talked about changing buffers stuff, I had an idea that I don't know what could bring in real implementation.
The idea is to make in pairs of two bytes with dark and light layer:
(x1,y1)dark , (x1,y1) light , (x2,y1)dark , (x2,y1)ligh ...

To get the light layer is just inc hl...
(to prevent the page from getting too long, much stuff was omitted,but the post can still be referenced)

When I say that the gray buffer is interleaved, what is quoted is exactly what I mean. Except that the buffer is also vertically aligned: (x1,y1)dark, (x1,y1)light, (x1,y2)dark, (x1,y2)light, ...
that actually sounds like a ridiculously good idea afaik.  in practice it's probably hard to implement

Quote
[...]
edit:
what size are the tiles and why do you need masks to merge the prerotated tiles?

The tiles are 16*16, but they'll be treated as 8*16 for the purposes of the tilemapper.
I'm using masks to put together the prerotated tiles to achieve horizontal scrolling. Say that the tileset has been rotated 4 times so far (to provide the illusion of moving to the side 4 pixles). The line of the tile on the left reads  %11011011 and the first line of the tile on the right side reads %01010101. The mask will be %11110000 and after the merge, the byte will read %11010101. I assume there's a faster way?
i can't imagine a messuptiles being faster.  are you storing the pieces into a buffer? like are you buffering the pieces before the merge?  i'm guessing you're not building every combination on the fly?

if you can get prerotation such that it's stored in a buffer where each tile is 3 bytes wide (left, middle, right byte of the rotated 2 bytes), you can just grab pieces as needed.  i'm still a bit confused as to what you mean by prerotation.

29
Escheron: Shadow over Ragnoth / Re: Let's Choose the Platform
« on: June 23, 2009, 10:42:22 am »
nSpire supports 15Mhz mode?

ya, i get the feeling that old 83+ is slowly disappearing around here because the stores sell 84+SE for only $20 more.

30
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: June 23, 2009, 10:37:24 am »
1. Change interrupt scheme. Previously, everything's being run in the interrupt. This could change so that the "main code" would contain the tilemapper

I don't think either tr1p1ea or Jim e or anyone who did gs has ever put the ENTIRE tilemapper into an interrupt.  Jim's (pokemon) mapper couldn't because of the way he implemented gs.  So he went with a modified planeshifter that handles gs tiles.  Otherwise, I'm sure he would have attempted to integrate mapping into the LCD communication like his fastmapper/crashmapper.

tr1p1ea might be for SSB/Mario because he's special ^_^

edit:
what size are the tiles and why do you need masks to merge the prerotated tiles?

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