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Messages - calc84maniac

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76
Nope. The string pointed to by input is null-terminated, which is copied over (unless it's 8 chars, but that's okay) and that's how GetCalc( reads it as well. And if the name is 8 characters long, it doesn't need a null.
Actually, doesn't input return a pointer to the data section of a temporary variable? It's preceded by a two-byte length, and likely not zero-terminated.

77
The right rotate can be simplified as:
Code: [Select]
ld a,l
rra
rr h
rr l

78
I'm still not sure whether he wants each byte to be rotated independently or not. It's not really clear. Should the entire 16-bit number be rotated, or just within each byte?

79
ROM Hacking and Console Homebrew / Re: Petit Computer
« on: January 21, 2014, 11:10:07 am »
How many QRCodes will be needed to get the game? I remember the Megaman II Demo was needing the ridiculous amount of almost 100 QRCodes...
The current version (the first 2 "chapters" of the game out of 7) is 93 QR codes. I haven't added the 3rd chapter from the 84+CSE version yet, either.

80
ROM Hacking and Console Homebrew / Re: Petit Computer
« on: January 21, 2014, 10:54:36 am »
Ok good then. I was worried he had completely moved to the 84+CSE version (although I still hope he continues calc stuff too)
Well, I guess there's some truth in that, though right now I'm taking a break from both versions. But it's certainly much more convenient to work on the 84+CSE version, because I can work on the code completely PC-side and I don't have to scan hundreds of QR codes whenever I make a change to the graphics.

I feel like the more I make progress on the Petit Computer version, the more annoying it will be for the user because of all the QR codes. Maybe I'll want to delay development of that version until Petit Computer 3DS which will apparently allow direct downloads. But I dunno.

81
Computer Programming / Re: Finding if a point falls within an angle
« on: January 20, 2014, 10:05:41 pm »
You can use the dot product of the viewing direction vector and the vector between the two bots. The direction vector should be <cos(viewangle), sin(viewangle)> and the vector between the bots should be <b.xPos - xPos, b.yPos - yPos>. The dot product of these two vectors, (b.xPos - xPos)*cos(viewangle) + (b.yPos - yPos)*sin(viewangle), is equal to the magnitude of the two vectors times the cosine of the angle between them. The magnitude of the first is 1, and the magnitude of the second is the distance between the bots. So you can divide the aforementioned dot product by the distance between the bots and get the cosine of the angle between the view direction and the other bot. Then, you can just compare it to the cosine of half the field of view. Hopefully this all makes sense.

82
ROM Hacking and Console Homebrew / Re: Petit Computer
« on: January 17, 2014, 12:00:11 am »
Are you basically telling people to leave Omni because it's inactive? Is that how Omnimaga will get more active? :P

The issue is that 99% of the people here program for the TI-84 Plus and TI-Nspire series calculators, with a few HP Prime programmers as well. Barely anyone do ROM hacking or homebrew, but we occasionally get such people around.

Another issue is that the calculator community have been shrinking over the years, yet we have been unable to keep non-calculator programmers around. The few non-calc programmers we have have a very short attention span too.

However, some people prefer to use Omni anyway because on other forums they go to, any thread gets turned into a flame/OS/language war within three posts.

Hey now, this is the Petit Computer topic. I'm pretty sure he's talking about sharing some more active communities for this.

83
TI Calculators / Is it possible to run a TI-84+ OS on a TI-84+CSE?
« on: January 15, 2014, 10:55:24 am »
Technically, an emulator might be possible (emulating the 48KB RAM models), but it would take a lot of work and could be pretty slow.

84
ASM / Re: Methods For Playback of Waveform Audio
« on: December 23, 2013, 01:38:05 pm »
So for PWM it will really be 36,000 writes to the link port per second? And if I am doing PWM at 18KHz, won't the noise from that be audible?
Yes and yes. I would actually recommend using two crystal timer interrupts to do the audio output, the first repeating at the sample rate and the second scheduled by the first. As for the noise problem... I'm not sure exactly what you should do about that. I guess increasing the sample rate would be out of the question. (Well actually, you could perhaps reduce the audio quality to 6-bit or something, there's really a limit as to how accurate your PWM timing can be anyway)

85
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)
« on: December 21, 2013, 01:20:47 am »
This is how it should be.  ;D
Could it be possible to make a scaled-down monochrome grayscale version of this? It looks interesting and I want to play it, but I don't have a CSE.
Heh, true enough. It would be interesting to see how well that would work along with sound output, though. On the other hand, the polygon rendering might lend itself well to dithering for "colors" in monochrome. I think there's a monochrome computer selectable in the original game that does just that, but of course it's much higher than 96x64 resolution.

86
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)
« on: December 21, 2013, 01:06:45 am »
Could it be possible to make a scaled-down monochrome version of this? It looks interesting and I want to play it, but I don't have a CSE.
Technically, yeah it should be possible. Most sections of text displayed would have to be split up, though, since I really can't display as much on the screen at once. I could cut out the lower part of the image to make more room for text, though (which is actually what the original game did; the CSE version has the bonus of having the full image displayed along with the text).

87
TI Z80 / Re: Bad Apple SE
« on: December 20, 2013, 01:08:37 pm »
Just tried it, and it made spasm crash. I'm just going to merge the pages and sign manually from now on. Is there a way for spasm to pad a .bin output file to 16kb?
Assuming you're using the normal page addresses ($4000-$7FFF), you can put .block $8000-$ at the end of the source to pad the page.

88
TI Z80 / Re: Bad Apple SE
« on: December 20, 2013, 12:38:07 pm »
I've got .bin files for all the pages padded with zeroes to 16384 bytes. To use them with spasm, is this what I should do for each page x?
Code: [Select]
defpage(x)
#import "bin/pagex.asm"
That sounds right, though I personally rarely mess with the app.inc macros past defpage(0,"Name").

89
TI Z80 / Re: Bad Apple SE
« on: December 20, 2013, 12:20:46 am »
The reason the GIF cuts off halfway through the video is because spasm hangs during the first pass when I try to add more than 39 pages to the application. (I need 76 for the whole video) If anyone knows a workaround, please do tell me.
I've run into one particular crashing problem with SPASM lately, which was trying to #import a filename that doesn't exist (due to a typo). You're sure that's not the problem here, right?

90
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)
« on: December 18, 2013, 09:37:33 pm »
Now I've released Version 0.30! This version adds another scenario to the game, fixes some glitches and script errors, and improves the accuracy of the image conversion.

Screenshot from the new scenario:


Graphical accuracy improvements (old -> new):

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