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Messages - calc84maniac
Pages: 1 ... 157 158 [159] 160 161 ... 197
2371
« on: February 24, 2010, 12:06:39 pm »
How to add/subtract two 32-bit numbers:
:'This will do AB+CD->AB :((B+D->B)<D)+A+C->A :'This will do AB-CD->AB :A-C-((B-D->B)>=-D)->A Note ">=" is greater than or equal token
2372
« on: February 23, 2010, 05:40:53 pm »
But wouldn't safe copy make the routine really slow? And if that's the case, why not just use GrBufCpy since isn't that what it does already? The only difference with safe copy as opposed to fast copy is that it uses a loop to poll the LCD port and wait until it's ready for data. DoorsCS uses this as its fast copy routine. GrBufCpy, on the other hand, is simply a slow TI routine no matter how you look at it.
2373
« on: February 23, 2010, 02:47:31 pm »
I made something that was inspired by the Star Demo:  I used inline ASM to access my array of bullets, in case anyone is wondering how on earth I did that.
2374
« on: February 23, 2010, 02:34:21 pm »
Btw I don,t remember if I asked this or if someone asked this, but does Axe programs run at the same speed on both 15 MHz calcs and the 6 MHz 83+, like other ion/mirage games?
I think Axe runs faster in 15Mhz because it makes use of the faster speed available.
Nah, Axe programs run in 6MHz. I tried running in 15MHz and the Fastcopy routine failed.  Quigibo, you should use a Safecopy routine so people won't need to use ALCDFIX with Axe programs. Also, running the Axe parser in 15MHz mode could really speed up compiling times.
2375
« on: February 22, 2010, 08:15:16 pm »
Buzzkill, Builder. Buzzkill.  I am slightly saddened by this fact.
But, any speed boost in BASIC is an upgrade. That much is true.
It's not Basic. It's a whole new language that takes some of the Basic syntax.
2376
« on: February 22, 2010, 01:54:38 pm »
I think we definitely need support for Else. Also, clipped sprites would be nice (I can help optimize if you want)
2377
« on: February 19, 2010, 01:36:36 am »
Heres the RPG I was working on on the 86. Im going to port it to the 84+ and finish it. . I have a few questions about the 84+. I would love to have a file documenting the memory, screen info, port info, interrupts, and all other technical data. Ive got the files off of TIs website for developers but its for the TI 83+, I cant find the TI84+s developers guide. How similar are these calcs and why make an 83+ and an 84+? Im tired right now, Ill finish this tomorrow. Ill explain the things in the video. And how do you make animated GIF's from an emulator?
They are generally the same, except for speed and memory. The TI-84+ series has a USB port and a real-time clock, but is otherwise identical to the TI-83+SE. I recommend http://wikiti.brandonw.net/ for hardware info.
2378
« on: February 16, 2010, 06:01:55 pm »
yeah, well _PutMap will do the homescreen, and it will not scroll.
The problem with this is that you can only output one character that way.
2379
« on: February 16, 2010, 05:54:46 pm »
Awesome
2380
« on: February 16, 2010, 01:54:45 am »
You both did? :O
I myself never did actually , generally the programs got released either later or... earlier 
Nah, I was glaring because of procrastination
2381
« on: February 16, 2010, 01:53:02 am »
WOW awesome, glad to see new updates 
That said, could this be the first time a TI programmer respects a deadline in history? :O
* calc84maniac glares at Spencer... * calc84maniac glares in a mirror... Edit: Hold up, I don't set deadlines. I'm innocent!
2382
« on: February 15, 2010, 07:13:17 pm »
I think a nice feature would be to expose the graph buffer as an array or pic or what have you. Could be useful for more complicated effects, if people want to write their own routines
2383
« on: February 15, 2010, 07:08:13 pm »
Hmmm it seems that Axe computes 16*16*16 as Zero 
Its not above the maximum value right? Maximum for real numbers is 2^16 665536 if i remember correctly...
Yeah, that should come out to 4096 (which is less than 65536). By the way, Quigibo, do you (or are you planning to) simplify expressions that use constants like that?
2384
« on: February 15, 2010, 07:04:21 pm »
It's too bad 2.43 isn't still on the TI site...
2385
« on: February 13, 2010, 03:11:23 am »
Malloc?
nice to see some progress tho ^^
Malloc stands for Memory Allocate. It's used a lot in C. Also, I have gotten it working.  The save game is automagically saved to a pre-defined file upon quitting. Also, I added support for save states (also saved to a predefined file, for now). Seems to work, though I may run into something I forgot later
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