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Messages - Will_W

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16
The Axe Parser Project / Re: Features Wishlist
« on: April 12, 2010, 02:17:00 pm »
Take the byte 11010100 and rotate it to the right one through carry, and you get 01101010. 

17
The Axe Parser Project / Re: Features Wishlist
« on: April 12, 2010, 02:11:12 pm »
Oh?  I didn't know C didn't have that.  Guess there's no real need of it in Axe then.

18
The Axe Parser Project / Re: Features Wishlist
« on: April 12, 2010, 11:46:05 am »
Does Axe have rotation and bit logic?

19
The Axe Parser Project / Re: Features Wishlist
« on: April 12, 2010, 02:45:37 am »
Very nice, multiplication too?  And rotation commands?

20
The Axe Parser Project / Re: Features Wishlist
« on: April 12, 2010, 02:36:03 am »
is dividing by powers of two optimized so it uses shifting instead of division?
Or better yet, Shifting and rotation commands?

21
The Axe Parser Project / Re: Features Wishlist
« on: April 12, 2010, 02:15:34 am »
Take a look at the DCS BASIC header:
::DCS6
:"64-char_hex_icon
:Program code
I can't think of a way to use sine values without 8.8 multiplication, since they are always between [0,1]

22
The Axe Parser Project / Re: Features Wishlist
« on: April 11, 2010, 11:53:51 pm »
8.8 multiplication would be niffty.  I can't think of it right now, but I'm pretty sure division is different too.

23
Axe / Re: Shifting Order
« on: April 11, 2010, 09:16:17 pm »
Augment(seq(L1(X),X,2,7),{L1(1->L1
It's faster to put the last element in position 1 though
Augment({L1(dim(L1))},L1->L1
dim(L1)-1->dim(L1
Edit:Oh, this is in Axe, never mind.

24
The Axe Parser Project / Re: Features Wishlist
« on: April 11, 2010, 08:09:30 pm »
That's called 8.8 fixed point by the way if anyone wants to know more about it, and I have a (poorly coded) include file that does some stuff with it in z80 over at revsoft.
Adding two 8.8s is the same as adding two 16 bit numbers.  Multiplying two 8.8s results in a 16.16 which needs to be truncated differently (Keep the middle bytes) than if you had multiplied two 16 bit numbers(Keep the low bytes).

25
TI Z80 / Re: Half Life 2: On-Calc
« on: April 09, 2010, 10:37:30 pm »
Not if it was a universal terminal velocity for everything.

26
TI Z80 / Re: Half Life 2: On-Calc
« on: April 09, 2010, 09:07:03 pm »
A timer would help with the collisions.  You can detect if things have passed each other, then calculate what time it happened, and calculate where the objects were at that time.

27
TI Z80 / Re: Half Life 2: On-Calc
« on: April 09, 2010, 08:58:41 pm »
Some Ion progs work as no stub also I think.

28
TI Z80 / Re: Half Life 2: On-Calc
« on: April 09, 2010, 08:54:43 pm »
Are there any advantages to a non-nostub axe program?

29
TI Z80 / Re: Half Life 2: On-Calc
« on: April 09, 2010, 07:46:09 pm »
you can keep track of time easy.  someone hacked some clock functionality into the OS once.  But it doesn't update while the calc is off.

30
TI Z80 / Re: Half Life 2: On-Calc
« on: April 09, 2010, 07:39:39 pm »
The 83+SE has 3 32kHz crystal timers accessed via ports 30-38h.
http://www.michaelv.org/programs/calcs/ports/
the hardware timer is what causes the interrupts to occur 120ish times a second.
Edit: ninja'd by calc84, master of the crystal timers.

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