Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - calc84maniac

Pages: 1 ... 159 160 [161] 162 163 ... 197
2401
The Axe Parser Project / Re: Axe Parser
« on: February 03, 2010, 05:28:22 pm »
Does anyone know a fast routine for dividing two unsigned 16-bit registers?
Hehe, I offered on the previous page ;D

Code: [Select]
div_hl_de:
; BC = HL/DE, HL = remainder

ld a,h
ld b,l
ld hl,0

scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a

ld c,a
ld a,b

scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a

ld b,a
ret
Note: Code is untested, so tell me if there are problems

2402
The Axe Parser Project / Re: Features Wishlist
« on: February 02, 2010, 06:43:54 pm »
With string parsing you should include an "escape character" like in most programming languages, so you can put quotes and sto (or even raw characters inputted as hex) into strings without hassle.

2403
The Axe Parser Project / Re: Axe Parser
« on: February 01, 2010, 11:18:41 am »
Nice job man! I've never been able to get past the planning stage for anything like this :P

Edit: I'll be glad to write multiplication and division routines if you need me to

Edit3: Removed Edit2 for stupidity

2404
Music Showcase / Re: Music Composition
« on: February 01, 2010, 11:01:36 am »
My computer asks me when I plug something into the microphone port whether it's used as a mic or a line in. Could just be my computer though.

2405
TI Z80 / Re: ASM Dev set
« on: January 29, 2010, 05:10:54 pm »
here is a little package I made to make assembly easier
it includes Spasm2, ti83Plus.inc, and a bat file to make assembling easier.
tell me what you think
Cool! :)
Just a note, looking at the batch file, it appears to only take *.asm files. Maybe it would be good to include *.z80 too.

2406
TI Z80 / Re: Hunt z80 port
« on: January 29, 2010, 01:27:19 pm »
(about calc84's post yesterday):
shouldn't that be:
Code: [Select]
ld b,6
call irandom
inc a

(I didn't know irandom could take an upper bound, which explains my 'strange' way of working)
I'm pretty sure irandom generates a random number from 0 to B-1.

2407
TI Z80 / Re: Hunt z80 port
« on: January 28, 2010, 07:39:02 pm »
well I just found out that b_call _GrBufClr does it as well, which is faster though?
also I've got it working :D now to convert all the menu's to it :P

EDIT: I can't seem to get sprite masking working x.x anybody got a good AND routine?
EDIT2: nvm, got a good spritemask routine to use instead
EDIT3: here is v1.07b :D almost done :D now to add collision support for trees and add in tilemaps of a sort to make a different background every game.
I think that bcall has pretty much the same code, but you won't really want to have the extra overhead of bcalls when making a game.

2408
TI Z80 / Re: Hunt z80 port
« on: January 28, 2010, 04:32:43 pm »
Code: [Select]
ld hl,plotsscreen ;copy from here
ld (hl),0 ;write first byte
ld de,plotsscreen+1 ;copy to here
ld bc,768-1 ;copy all but the first byte
ldir

Note, LDIR basically does this:
Loads value at (HL) to (DE)
Increases HL and DE
Decreases BC
If BC is not zero, rinse and repeat

Since in this case DE is the address directly in front of HL, the 0 gets copied to all the bytes in the buffer.

2409
TI Z80 / Re: Hunt z80 port
« on: January 28, 2010, 02:58:36 pm »
Code: [Select]
ld b,7
call irandom
inc a

2410
Miscellaneous / Re: Cleverbot!
« on: January 27, 2010, 01:29:44 am »
Quote
Have you ever heard of Netham45?
I have.
Where did you hear about Netham45?
On facebook.
Really? What's his name?
Frank.

Edit:
Quote
What is the current year?
I already told you, it's 2005.

2411
Miscellaneous / Re: Cleverbot!
« on: January 27, 2010, 01:22:32 am »
Okay, after further use, I think it is fully a bot. :P

2412
Miscellaneous / Re: Cleverbot!
« on: January 27, 2010, 12:31:52 am »
Quote
Like I said, short conversations. Fairly often, it will switch you to chat with a different user (thus the sudden topic changes).

 
No offense meant, but did you consider that maybe it just has no idea what it's talking about?  Something to consider is that website has few ads up, I doubt that the website makes enough money to keep people making conversations like that all day

By "user" I meant people like you and me (which there seem to be plenty of)

2413
Miscellaneous / Re: Cleverbot!
« on: January 27, 2010, 12:21:55 am »
Like I said, short conversations. Fairly often, it will switch you to chat with a different user (thus the sudden topic changes).

2414
Miscellaneous / Re: Cleverbot!
« on: January 26, 2010, 11:52:31 pm »
I'm convinced that this "learning from conversations" means that it puts you into short conversations with other users. No joke.

2415
TI Z80 / Re: Pyoro
« on: January 24, 2010, 01:12:17 pm »
I finished all the levels and unlocked everything.
IMO, the game is perfect as it is now (even on the NSpire).
The only thing that I recommend to change is the Pause button. "Enter" is much too far away from the playing fingers, so one has a risk of losing while moving his hand to press Enter. "Mode" is more recommended for pausing games; it's quick to press.

EDIT: I made some tests on the PC NSpire emulator, and I noticed that the speed there is normal, unlike on real hardware. I wonder why...
It's because Goplat hasn't made the ARM instructions take their correct amount of time. He's treating them all as one clock cycle.

Pages: 1 ... 159 160 [161] 162 163 ... 197