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Messages - Will_W

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31
TI Z80 / Re: Half Life 2: On-Calc
« on: April 09, 2010, 07:08:02 pm »
The crystal timers would be nice to see in Axe, but would leave out the 83+, conditional compiling could take care of that though.

32
TI Z80 / Re: Half Life 2: On-Calc
« on: April 09, 2010, 07:03:42 pm »
the 83+ has 2 hardware timers
the 83+SE had 2 hardware timers and 3 crystal timers
the 84+ has 2 hardware timers, 3 crystal timers, and a clock.

the hardware timers are responsible for interrupts, but are not very accurate, and can vary greatly depending on the remaining battery life.

33
TI Z80 / Re: Half Life 2: On-Calc
« on: April 09, 2010, 06:58:53 pm »
you still have the hardware timer, so you wouldn't lose compatibility with older calcs if there was one

34
TI Z80 / Re: Half Life 2: On-Calc
« on: April 09, 2010, 06:47:51 pm »
does axe have any timer commands?  If it does, you could use a timer keep the framerate constant rather than adjusting the speed at which it runs.

35
TI-BASIC / Re: For( Loop Issues
« on: April 07, 2010, 08:10:28 pm »
in java, its for(variable;condition;what to do to make the variable approach the condition)
usually something along the lines of for(int i=0;i>5;i++)
a > condition will behave like BASIC and Axe, but if you did i=5 and started with i=6 or something, it would behave strangely, either giving a compile time error, or incrementing until i overflows and becomes 5.

36
TI-BASIC / Re: For( Loop Issues
« on: April 07, 2010, 07:49:00 pm »
For(E,-(-27)+1,-(-27)+(-7)-1
For(E,28,19
That's the problem, the start value is higher than the end.

37
TI Z80 / Re: Digimon Virtual Pet Idea
« on: April 07, 2010, 06:46:07 pm »
the runindicator runs in asm and apps too if it's not disabled and im1 is on

38
TI Z80 / Re: Digimon Virtual Pet Idea
« on: April 07, 2010, 06:34:51 pm »
The run indicator indicates the current state, it tells you that it hasn't crashed.  It's pretty important even though it looks unprofessional in games.

39
TI Z80 / Re: Digimon Virtual Pet Idea
« on: April 07, 2010, 06:18:16 pm »
the run indicator isn't tossed in, it has a very important purpose, but graphing only uses 95 pixels instead of 96 for that reason also.

40
TI Z80 / Re: Digimon Virtual Pet Idea
« on: April 07, 2010, 06:13:37 pm »
It only uses 63 rows so they can place the x axis on the center pixel row.

41
The Axe Parser Project / Re: Features Wishlist
« on: April 06, 2010, 10:42:47 pm »
It's not a token at all.

42
Axe / Re: Moving sprites in a circle
« on: April 06, 2010, 08:37:37 pm »
calc84 made some wicked optimizations to it, maybe he'll post them here if we're lucky.
Code: [Select]
Sin_A:
;input a in pi/256 radians from [0,pi)
;output l is a binary value in the range [0,1)
;destroys h,de
;a is unmodified
;Will West
ld h,a
ld e,h
call HtimesE;hl=x^2
ex de,hl;x^2

ld l,a
ld h,0
or a;reset carry
sbc hl,de
        add hl,hl
        add hl,hl
ret

HtimesE:
 ld l,0
 ld d,0
 
 sla h       ; optimised 1st iteration
 jr  nc,$+3
 ld  l,e

 add hl,hl       ;1
 jr  nc,$+3      ;
 add hl,de       ;
 
 add hl,hl       ;2
 jr  nc,$+3      ;
 add hl,de       ;

 add hl,hl       ;3
 jr  nc,$+3      ;
 add hl,de       ;
 
 add hl,hl       ;4
 jr  nc,$+3      ;
 add hl,de       ;
 
 add hl,hl       ;5
 jr  nc,$+3      ;
 add hl,de       ;
 
 add hl,hl       ;6
 jr  nc,$+3      ;
 add hl,de       ;
 
 add hl,hl       ;7
 jr  nc,$+3      ;
 add hl,de       ;
 
 ret

 
;;=================================================================================
;;does sin(a) where a is between (-pi,pi) and is in units of
;;128/pi radians
;;inputs a
;;outputs a
;;destroys bc,de,hl
;;=================================================================================
Sin_A_Signed:
 bit 7,a
 jr z,Sin_A_Signed2
 neg
 sla a
 call Sin_A
 ld a,l
 neg
 ret
Sin_A_Signed2:
 sla a
 call Sin_A
 ld a,l
 ret

43
Axe / Re: Moving sprites in a circle
« on: April 06, 2010, 08:20:05 pm »
You can approximate sin(x) with the parabola: y = 4/pi x - 4/pi^2 x^2 over the range [0,pi]
I have an implementation in z80 in my math.inc file.  Not sure how axe does sin and cos.

44
Other Calculators / Re: 1337 Omnicalc fonts
« on: April 04, 2010, 11:22:44 am »
True 1337 would require a token hook as some letters require more than one character
7RU3 1337 \/\/0U1|> R3QU1R3 4 70|<3|\| |-|0o|< 45 50N\3 13773R5 |-3QU1R3 ^^04R 7H4N 0n3 <h4R4<73R

45
I meant harmonically.

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