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Messages - z80man

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886
Casio Calculators / Re: Casio Prizm documentation
« on: December 31, 2010, 05:25:42 pm »
Do you think you can add that to the wiki?
Yes I'll try and get that up.  ;D

887
Salut mdr1. Je suis nouveau au forum aussi.

888
Casio Calculators / Re: Casio Prizm documentation
« on: December 31, 2010, 04:56:24 pm »
I compiled the known app header into one file. There are still a few hole to be figured out though.

889
News / Re: Casio Prizm FX-CG10 released
« on: December 31, 2010, 04:54:13 pm »
Weird about the color. Nice to see loops are faster on the Prizm, though. Did you try with For instruction?
I did try the for instruction, but it is only a little faster than a while loop. After optimizing the 84's code the Prizm was actually slower by about 25%.

890
News / Re: Casio Prizm FX-CG10 released
« on: December 31, 2010, 03:54:56 pm »
Prizm
Code: [Select]
Cls
For 0 -> A To 1000
 Black "A
Next

Optimized for ya  ;)
How do you set the increment to something other than +1? 
I'm guessing
Code: [Select]
For 1000 ->A To 0 Step -1Also I optimized the TI code to use output instead of disp and now the TI-84+ SE finished the loop while the Prizm(with optimized for loop) was only on 740. The while loop on the Prizm though is just barely slower than the for loop

891
Introduce Yourself! / Re: Hi I'm Z80man
« on: December 31, 2010, 03:35:20 pm »
Welcome here Z80Man. :) Do you still have these programs?
My two best basic programs were a slot machine game and a missile defence game. The missile defence game was very realistic with multiple enemies at varying speeds all at the same time, but ran way to slow for basic. I'm now porting it for axe.
The slot machine game got deleted in a crash, but it wouldn't be to hard to remake it. The missile defence game though is still a work in progress.

892
News / Re: Casio Prizm FX-CG10 released
« on: December 31, 2010, 03:30:52 pm »
It seems weird, but if you don't give a color command in a basic draw instruction the default color is green. Also a ran a speed test on the Prizm basic vs. a TI 84+ SE on basic. When the Prizm finished the 84 was only up to 230. I have yet to figure out the for loop on the Prizm.
Prizm
Code: [Select]
Cls
0->A
While A<1000
A+1->A
Black Locate 1,1,A
Wend
Ti 84+ SE
Code: [Select]
Clrhome
for(A,0,1000
disp A
end

893
Casio Calculators / Re: Casio Prizm documentation
« on: December 31, 2010, 02:30:17 pm »
Not if you're used to z80  :P

Otherwise it shouldn't be too difficult.

You mean, it is similar to stuff like ld hl,10, I mean, similar to Z80 Assembly?
If you are experienced with any sort of x86 assembly the SH3 instruction set should be familiar to you. Otherwise you will have to get used to new commands. Ld Hl,10 is now mov R8,10.

894
Computer Usage and Setup Help / Re: building a computer!
« on: December 31, 2010, 12:52:06 am »
That's quite a variety of disks. I'm not sure what speeds they are, but I'm assuming the 80 gigs are ssd's. For those two I would raid 0 them and place the OS along with your most commonly used programs on there. For the 500 GB you should probaly buy another one of those (I think they run for about $30 these days) and have those in raid 1. The 120 and 300 are probaly best left as is.

895
Casio Calculators / Re: Casio Prizm documentation
« on: December 31, 2010, 12:10:52 am »
Oh I've been using Hxd. I just forget opening up a disk was a feature I could use.
btw there are only 4 more bytes left in the 28,672 app header that I still need to solve. Latest find is what bytes are not counted in the checksum. First off is the 32 bit checksum at 20h and the other is a copy of that checksum at the very end of the code.

896
Casio Calculators / Re: Casio Prizm documentation
« on: December 31, 2010, 12:03:18 am »
Oh, I figured out how to read the internal binaries of USB devices with certain software and FinaleTI used it to get a memory dump off of the Prizm.
What certain software is this for I've been dying to get a memory dump off my Prizm

897
TI Z80 / Re: Idea: 3D Engine using nothing but unaltered 8x8 sprites
« on: December 30, 2010, 09:06:47 pm »
It might be possible to code this as several small programs used as functions which could then later be used in games. You could store map information and textures inside strings and then the sub functions could use that to render a scene.

898
Casio Calculators / Re: Prizm Wiki
« on: December 30, 2010, 08:48:22 pm »
Great we can now start posting everything known about asm, basic, images, and hardware all in one place.

899
TI Z80 / Re: Idea: 3D Engine using nothing but unaltered 8x8 sprites
« on: December 30, 2010, 02:37:16 am »
I wouldn't use this for a shooter, but it could be useful for rpg games. Even better if there was some support for people to quickly write their own rpg stories and maps to run on the engine.

900
Casio Calculators / Re: Casio Prizm documentation
« on: December 30, 2010, 02:05:29 am »
Now correct me if i'm wrong but if we swap two bytes, the checksum should be the same and the program should run right?  However it would fail if one of the bytes was the checksum right?  Maybe this could be used to find out where the checksum is if we don't know it already?
Yes if we swap two bytes programs still run. Also at address 0x0020 there is a checksum of the program, but it excludes a few bytes which I have not found yet. There is also a checksum of just the first 32 bytes of the header, but i hav not found that either. So far though most of the header is cracked. Currently I'm writing documentation file for the entire app header which is $7000 bytes long. If we're lucky we could get a test NOP app running before the year ends.

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