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Axe / Re: Negative/Opposite Numbers
« on: November 20, 2012, 03:19:42 pm »
...that's actually pretty optimized actually

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Axe / Re: Negative/Opposite Numbers« on: November 20, 2012, 03:19:42 pm »
...that's actually pretty optimized actually
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ASM / Re: RAM required for Jim E's fast tilemapper« on: November 20, 2012, 01:17:35 pm »
What I usually do, which saves a bunch of memory, is use SMC to generate a rotation of A by an arbitrary amount. The amount of rotation doesn't change for the entire frame, assuming the map is a multiple of 8 pixels wide. Basically I reserve 4 bytes and copy a 4-byte chunk from RRCA \ RRCA \ RRCA \ RRCA \ NOP \ NOP \ NOP \ NOP \ RLCA \ RLCA \ RLCA, which covers any rotation amount in 16 clock cycles.
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ASM / Re: RAM required for Jim E's fast tilemapper« on: November 20, 2012, 10:36:39 am »
I think he's prerotating all possible values from 0-255, not the tileset itself.
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News / Re: TI-84 Plus C: new photos reveal more than 3MB archive space« on: November 17, 2012, 03:00:26 am »
We've counted the pixels in this photo and it appears that the graph size is 265x165 pixels (which goes along with TI tradition of having an odd number of pixels for symmetry reasons).
I feel like the LCD driver probably has its own internal RAM and you output to that somehow (once the borders are initialized you never need to worry about them again) 215
News / Re: TI-84 Plus C: new photos reveal more than 3MB archive space« on: November 16, 2012, 10:46:10 pm »
Well, I think that if it is memory-mapped, handling page mapping and boundaries will be atrocious (as well as pointer calculation). If you can set the X and Y position directly with the driver and use auto-increment, it may not be too awful. You could still encode sprites as sequences of instructions, too, with a bunch of out (c),reg instructions (which would allow 7 colors), and assuming that inputting will also increment, you could implement transparent pixels as an in (c) instruction.
Edit: With out (c),0, you could actually have 8 colors. 216
News / Re: TI-84 Plus C: new photos reveal more than 3MB archive space« on: November 16, 2012, 10:28:15 pm »If there are no wait states, OTIR becomes a possibility. Of course, only if we can scrape together enough RAM for that to be useful.Even better, unrolled OUTI. OTIR is 21 cycles per byte, OUTI is 16 cycles per byte. 217
News / Re: TI-84 Plus C: new photos reveal more than 3MB archive space« on: November 16, 2012, 10:27:08 pm »(Just had a fun thought that contradicts what I said above: executable sprites. If you're willing to reduce your palette to 3 colors at full resolution, or 10 colors at half resolution, you could encode your sprites as Z80 machine code and draw about 1 pixel for every ~6-8 clock cycles. So, like I said, clever hacks.)I don't quite understand what you mean by this. First of all, how do you port output in 6-8 clock cycles, and secondly, why the 3/10 color limit (and what is "half resolution"?) 218
Axe / Re: Clipped line routine ?« on: November 16, 2012, 12:43:55 pm »// still the signed division (with two integer), isn't it ? Yes, that's correct, you still need signed division. 219
Axe / Re: Clipped line routine ?« on: November 16, 2012, 12:36:38 pm »
It is indeed signed, but not treated as integers. Normal multiplication, on the other hand, works for any type of integer (signed or unsigned).
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News / Re: TI-84 Plus C: new photos reveal more than 3MB archive space« on: November 13, 2012, 05:42:33 pm »
Knowing TI, infinitely.
![]() I mean, even us asm programmers prefer not to stream from archive because it gives so much overhead to check for page boundaries. 221
News / Re: TI-84 Plus C: new photos reveal more than 3MB archive space« on: November 13, 2012, 05:34:08 pm »Why would it require a re-write? Wont the extra ram just be extra pages that you can map onto a bank?Yes, but the entire OS uses flat pointers that carry no page information. Plus, taking banking into account would make the slow OS even slower. 222
News / Re: TI-84 Plus C: new photos reveal more than 3MB archive space« on: November 13, 2012, 05:30:12 pm »I don't really understand, because they gave us 4MB of archive... Why not give us a load of RAM aswell?That would require a massive rewrite of their math engine and variable handlers, and even the variable formats, basically anything that accesses user RAM. 223
News / Re: More info on the TI-84 Plus C Silver Edition: Z80 CPU & rechargeable battery!« on: November 13, 2012, 01:02:17 am »
No, WFRNG must be the first thing we port.
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TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: Good Ti-Boy games?« on: November 12, 2012, 06:58:02 pm »Hmm....Don't most GB roms have a bunch of zeros at the end that could be stripped? Would ti-boy run these?Most games do not. However, the TI-Boy app convertor already detects trailing 0's and 255's and removes them, so Pokemon Red does end up taking less space. 225
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: Good Ti-Boy games?« on: November 12, 2012, 06:38:06 pm »
No GBC-exclusive games run in TI-Boy. Some games could run in either GB or GBC mode, and in TI-Boy those games are emulated as GB, of course.
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