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Messages - calcdude84se

Pages: 1 ... 155 156 [157] 158 159 ... 161
2341
TI Z80 / Re: TI Basic Editor
« on: May 15, 2010, 06:52:19 pm »
IIRC correctly it just takes over 10 minutes if it's not an 83+, in which case it takes longer.
It just takes forever... it's doable, though. I can't remember the exact method, but RSA sounds right.

2342
TI Z80 / Re: TI Basic Editor
« on: May 15, 2010, 06:22:26 pm »
It would have to be recompiled from source, since all the jp's, call's and many ld's would have to be changed.
I'm not sure how hard it would be to make a slightly modified version of Axe where the program's .org is different.

2343
TI Z80 / Re: TI Basic Editor
« on: May 15, 2010, 06:07:13 pm »
This would definitely be more useful in ASM, because then an app could be made, leaving ram free.
The main problem is that, yeah, the program would be kind of large, somewhat defeating the purpose. Still a good concept, though.
Oh, I just realized something: ->Frac displays characters, doesn't it? That means doing a little extra work because the editor must work with the tokens. How does one get the sequence of characters corresponding to a given one- or two-byte token?

2344
Nice. I see you have decided to introduce hexadecimal.
IIRC, all you can do with af is ex af,af'; push af; and pop af

2345
TI Z80 / Re: Eat Nethams
« on: May 15, 2010, 03:36:13 pm »
Wow. Just wow.
The speed, it's just insane. 15MHz is unplayable unless in TAS, and 6MHz is still crazy.
Axe is just really fast...
Could we have the lobsters displaying the lyrics to "Never Gonna Give You Up" in Morse code? :P

2346
Portal X / Re: Portal X
« on: May 14, 2010, 09:07:05 pm »
Depending on how the program is compiled, that might not work. For example, if the compiled code is: (var_a is the pointer to A)
Code: [Select]
AA:
ld hl,255
ld (var_a),hl
ld a,123
ld (AA),a
That doesn't work, and changes the ld hl part of the instruction, not the 255.
123->{AA} should be 123->{AA+1}r for the above to work correctly, making the ASM
Code: [Select]
AA:
ld hl,255
ld (var_a),hl
ld hl,123
ld (AA+1),hl
To do SMC would require anticipating the resulting ASM, a rather difficult task. I don't even know if that's how the program would compile. :)

2347
Axe / Re: Pointers memory location
« on: May 13, 2010, 08:49:07 pm »
anything you specify, nothing in particular, any amount...
sorry if that doesn't help, i'm not a dictionary.
I guess the main thing is that you can't know.
If you're using strings (not necessarily Str1, etc. but storing a string to some pointer), there is one useful piece of knowledge: all strings end with 00 (not characters, byte)

2348
Axe / Re: Pointers memory location
« on: May 13, 2010, 08:32:49 pm »
Oh. you don't. (again why C is so much fun)
If you want a large, arbitrary amount of RAM, use L1 to L6.
I don't think Quigibo has added a command to create arbitrary-length empty space in a program yet. (Not sure he ever will).

2349
Axe / Re: Pointers memory location
« on: May 13, 2010, 08:23:56 pm »
IIRC, data is just tacked on at the end and the address it is put at is the address.
What do you mean by storing to Str1 too many times? If you store something to Str1 like "Text Here"->Str1 and later in your code use "Other TEXT"->Str1, it will just fail to compile.
If you're talking about creating arrays, then if you're not careful, yeah, you can overflow by storing past the end (this is why C is so much fun).
At any rate, If you need to know the addr from inside the program, the pointer is just a number.
For example:
Code: [Select]
"Demo Text"->Str1
"More Text"->Str2
Str2-Str1->X
If X<<0
-X->X
End
Disp X->Dec,i
will tell how far apart the beginning of Str2 is from Str1, regardless of order of the two (Well, it should. I haven't tried)

2350
in lesson 9, i noticed that in your first example using _PutS, you left out the underscore.
Hurray for typos...

2351
I was just curious, I'm sorry... :( If I put a damper on anybody's attempts, for goodness's sake, please tell me to stop.
I apologize for anything I may have done. Let me delete that post...
(meh, I feel bad now.)

2352
TI Z80 / Re: SirCmpwn Axe game: Obstacle Snake
« on: May 13, 2010, 05:24:52 pm »
In ASM, bcalls starting with "Create" are used to create a variable. Where the variable data is, there are two bytes denoting size, followed by the rest of the variable data. The question is whether that data is zeroed out before the bcall returns.

2353
The Axe Parser Project / Re: Features Wishlist
« on: May 13, 2010, 05:22:33 pm »
just read the high bit, which carries the sign, and then differentiate between positive and zero.

2354
The Axe Parser Project / Re: Features Wishlist
« on: May 13, 2010, 05:17:29 pm »
I wish we had a small font TI-BASIC editor on calculator...
I'm not alone, then. It would especially useful for things like ASM on-calc (beside Axe), since lines can get a bit long.
Edit: Sorry for the off-topic post. Here's a feature wish: it would be nice to be able to copy data from Archive to RAM, since Unarchiving and Archiving again puts wear and tear on the RAM.

2355
TI Z80 / Re: SirCmpwn Axe game: Obstacle Snake
« on: May 13, 2010, 05:12:06 pm »
Are the _Create... bcalls guaranteed to clear the space allocated? If they're not, then there's your answer.

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