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Messages - jacobly

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31
For your other question, I can't help you except that this won't work in Wabbit (for reasons I don't know (maybe flash unlock doesn't work on it (nested parentheses FTW))), so you'll have to take an actual pic. :P
TI-Boy works perfectly fine in Wabbitemu.  However, it does rely on real boot code, so it does not work with roms made with bootfree (that is what you get if you choose to "Create a ROM image using open source software").

32
News / Re: Test SLOVA, a language-learning game!
« on: January 16, 2013, 06:56:47 pm »
Hmm, can someone make the 8xp28xv a valid win32 app? I cant use it otherwise

(or if someone made a japanese font)
Here you go :)

33
TI-BASIC / Re: Optmising BASIC code for A^K mod P
« on: January 07, 2013, 12:24:58 pm »
I have no idea if this is faster, but it doesn't use M.

Code: [Select]
{.5K,A,1
While int(2Ans(1
Ans{.5,Ans(2),1+(Ans(2)-1)int(2fPart(Ans(1
Ans-Pint({0,1,1}Ans/P
End
Ans(3

34
ASM / Re: Creating AppVars with SPASM
« on: January 04, 2013, 06:32:48 am »
Just drag-and-drop *.8xp files onto this executable, and it will convert them to *.8xv files. :)

35
ASM / Re: [z80 ASM] How do 8.8 maths work ?
« on: December 30, 2012, 07:11:54 pm »
Fixed.

36
ASM / Re: [z80 ASM] How do 8.8 maths work ?
« on: December 30, 2012, 04:08:20 pm »
Pretty much :)

37
ASM / Re: [z80 ASM] How do 8.8 maths work ?
« on: December 30, 2012, 03:53:27 pm »
Since 8.8 numbers are stored the same way as 16-bit integers, let x be the first value interpreted as an integer and y be the second value interpreted as an integer.  Then x/256 is the first value interpreted as 8.8 and y/256 is the second value as 8.8.  Additionally if z/256 is the result interpreted as an 8.8 value, then z mod 65536 is the result as a 16-bit integer.

z/256=x/256+y/256
z/256=(x+y)/256
z=x+y (Addition is exactly the same)
Spoiler For Example:
    add  hl,de

z/256=x/256-y/256
z/256=(x-y)/256
z=x-y (Subtraction is exactly the same)
Spoiler For Example:
    or   a
    sbc  hl,de

z/256=(x/256)*(y/256)
z/256=xy/65536
z=xy/256 (Multiplication result must be divided by 256)
Spoiler For Example:
    ld   a,l
    ld   c,h
    ld   hl,0
    ld   b,16
Loop:
    add  hl,hl
    rla
    rl   c
    jr   nc,Skip
    add  hl,de
    adc  a,0
Skip:
    djnz Loop
    ld   l,h
    ld   h,a
    ret

z/256=(x/256)/(y/256)
z/256=x/y
z=256x/y (First operand must be multiplied by 256)
Spoiler For Example:
    ld   bc,16*256
    ld   a,l
    ld   l,h
    ld   h,c
Loop:
    scf
    rl   c
    rla
    adc  hl,hl
    sbc  hl,de
    jr   nc,Skip
    add  hl,de
    dec  c
Skip:
    djnz Loop
    ret

z/256=√(x/256)
z=√x/√256*256
z=√x/16 (Square Root result must be divided by 16)
Spoiler For Example:
    ld   b,12
    ld   a,h
    ld   c,l
    ld   de,0
    ld   h,d
    ld   l,e
Loop:
    sub  $40
    sbc  hl,de
    jr   nc,Skip
    add  a,$40
    adc  hl,de
Skip:
    ccf
    rl   e
    rl   d
    sla  c
    rla
    adc  hl,hl
    sla  c
    rla
    adc  hl,hl
    djnz Loop
    ex   de,hl
    ret

Of course, these are all unsigned.  Changing to signed is almost identical to changing integer math to signed.

Edit: Mixed up h and l at the beginning of the multiply routine.

38
TI-Nspire / Re: Interpretor of BrainFuck
« on: December 29, 2012, 04:45:01 pm »
I'll respect the one who'll do the game "More or Less" to bet a number between 0 and 999 in Brainfuck. :P

Someone challenged me to make this program in bf a couple days ago

Spoiler For BF Guessing Game:
First 4 characters input are used as a seed, after that everything ignored but numbers.

>>++++[->++++++>++++>+<<<]>>[->>++>++++++>+++++++<<<<]>>>+++++++>++++>++++++++++
<<<<[-<<<,<<[->>+<<]>[-]>[-<+<+>>]>[->+<<<[->+<<+>]>[-<+>]>]>[-<++>]>]<<[-]<++[-
>+++++<]<[-]>+[>[->+<<[<<[>]+>-[+<->>-]]<[->+<]<->>>]>[-<+>]<<]>[-<<<+>>>]<,[>>+
+++++[->++++++++<]+>[-<[<<[>]+>-[+<->>-]]<[->+<]<->>>]<[<<<<[->+>>>[<<[>]+>-[+<-
>>->>>>.-----..<<.>>---.+++.++++++++.--->.<<<<<]]<[->+<]<-<<]>[-<+>]>[>>[++[-<++
+>]+<<<<[->+>>-<<<]>[-<+>]>>[-<<+>>]<<[->->>[<<[>]+>-[+<->>->>>>.-----..<<.>+.+.
--.+.->>.<+++++<<<<]]<[->+<]<<]>>>[-]]<<[-]]>>[-<<<+>>>>>>----.>-----.+++..++<++
.--.++++>.>.<<<<<]]<<<-[+>,<]>]

So you want the same thing, but with larger numbers?

39
Axe / Re: InData like routine is never firing(even though it should)
« on: December 22, 2012, 12:18:09 am »
I haven't looked too closely, but one thing I do notice is that you pass {A+Str1} into the routine, which is a number from 0-255.  Then you do {r₁}, which tries to load a value from an address in the range 0-255.  Such an address cannot be in ram (and is highly unlikely to be an address at all).  I'm guessing you just have too many {}.

40
Axe / Re: Cannot compile my program into a shell?
« on: December 05, 2012, 01:10:32 pm »
As the Axe documentation says, you cannot use L₂ in a program run from Mirage.
Isn't it possible if interrupts are turned off (FnOff) ?
Yes, that or LnReg (FnOff has the problem that many commands such as getKeyʳ will just turn the interrupts back on).

41
Axe / Re: Way to optimize Line( drawings?
« on: December 05, 2012, 11:59:18 am »
It's supposed to be
Code: [Select]
Data(1,9,25,9,25,1,25,9,3,4,4,4,...)-2→A
For(53      .number of lines you have
Line({A+2→A}ʳ,/256,{A+2→A}ʳ,/256
End

Extra lines suggest that you are looping too many times.

42
Axe / Re: Cannot compile my program into a shell?
« on: December 05, 2012, 11:57:05 am »
As the Axe documentation says, you cannot use L₂ in a program run from Mirage.

43
Portal X / Re: Portal X (Prelude) Bugs
« on: December 04, 2012, 05:47:54 pm »
On Level 26, press up then 9.

44
Math and Science / Re: Solving this
« on: November 21, 2012, 06:21:37 am »
-x 2-2x+3=-3x 2-6x+3
2-2x+3/2-6x+3=-3x/-x
2(-2x+3)-(-6x+3)=3 ; x!=0
log2(3)=(-2x+3)-(-6x+3)
log2(3)=4x
x=log2(3)/4

45
TI Z80 / Re: Axe Emulator
« on: October 29, 2012, 12:15:28 am »
Did you have a JavaScript version of this somewhere? For some reason I remember using it in my browser at some point. But I might have gotten it confused with the other emulators.
I have wanted to do this for a while, but the programs produced by Axe Emulator were meant to run continuously, and browsers don't like javascript code that doesn't return.  I had a proof of concept showing that it was theoretically possible here, but it wasn't feasible at the time because I had to modify the javascript by hand in order to make it work.

After rewriting the parser in Axe Emulator, I was able to change the behavior of the produced programs to run in stages instead of continuously.  This means that I am now able to compile Axe source code to working javascript in an easily automated fashion.  Some examples of this can be seen at http://axe.jacob.heliohost.org/.  Hopefully, I will be able to finish both the parser rewrite and the javascript port of the Axe routines soon, so that I can release an update.

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