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Offline Quigibo

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Re: Axe Parser
« Reply #30 on: February 03, 2010, 05:45:25 pm »
When I said fast, I didn't expect unrolled fast ;)  I'd prefer the smallest code possible that doesn't use a naive method.

I think I see the pattern though.  I can just figure out how to roll it up again. 

Here is the super efficient HL*DE multiplication routine I'm using, only 14 bytes  :)  The real routine is a little bit bigger just because it has to find which of the two arguments is smallest and exchange them if necessarily.
Code: [Select]
_DE_Times_L:
xor a
ld h,a
ld a,l
ld l,h
_Loop:
rra
jr nc,_Skip
add hl,de
_Skip:
sla e
rl d
or a
jr nz,_Loop
ret
___Axe_Parser___
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Offline calc84maniac

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Re: Axe Parser
« Reply #31 on: February 03, 2010, 05:51:25 pm »
Hold up, found a more efficient method (and I put it into loops just for you ;D)

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

xor a
sub e
ld e,a
sbc a,a
sub d
ld d,a

ld a,h
ld b,l
ld hl,0
ld c,8

div_loop_1:
rla
adc hl,hl
add hl,de
jr c,$+4
sbc hl,de
dec c
jr nz,div_loop_1
rla

ld c,a
ld a,b
ld b,8

div_loop_2:
rla
adc hl,hl
add hl,de
jr c,$+4
sbc hl,de
djnz div_loop_2
rla

ld b,a
ret
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Offline ztrumpet

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Re: Axe Parser
« Reply #32 on: February 03, 2010, 07:46:14 pm »
That's awesome code!  ;D Great job on it, though I only kinda understand. (The time for explaining is not now, so you don't need to explain it to me now. :) )
« Last Edit: February 03, 2010, 07:46:33 pm by ztrumpet »

Offline Quigibo

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Re: Axe Parser
« Reply #33 on: February 03, 2010, 11:11:55 pm »
Thanks for that division routine, but I found this one and its a lot smaller.

Code: [Select]
HL_div_DE:
ld a,h
ld c,l
ld hl,0
ld b,16
__DivLoop:
sll c
rla
adc hl,hl
sbc hl,de
jr nc,__DivSkip
add hl,de
dec c
__DivSkip:
djnz __DivLoop
ld h,a
ld l,c
ret

I'm just a little bit worried about the use of the sll command, will that sacrifice compatibility with the Nspire?
« Last Edit: February 03, 2010, 11:12:44 pm by Quigibo »
___Axe_Parser___
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Offline calc84maniac

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Re: Axe Parser
« Reply #34 on: February 03, 2010, 11:45:58 pm »
Thanks for that division routine, but I found this one and its a lot smaller.

Code: [Select]
HL_div_DE:
ld a,h
ld c,l
ld hl,0
ld b,16
__DivLoop:
sll c
rla
adc hl,hl
sbc hl,de
jr nc,__DivSkip
add hl,de
dec c
__DivSkip:
djnz __DivLoop
ld h,a
ld l,c
ret

I'm just a little bit worried about the use of the sll command, will that sacrifice compatibility with the Nspire?
You are correct. You can replace it with "scf \ rl c" though

Edit:
Also, if you haven't done this already, I'd like to suggest that you auto-generate multiplication algorithms when multiplying by constants. Like A*9 would become:
Code: [Select]
ld hl,(var_a)
ld d,h
ld e,l
add hl,hl
add hl,hl
add hl,hl
add hl,de
« Last Edit: February 03, 2010, 11:56:42 pm by calc84maniac »
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Offline Silver Shadow

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Re: Axe Parser
« Reply #35 on: February 04, 2010, 07:56:41 am »
Thanks for that division routine, but I found this one and its a lot smaller.

Code: [Select]
HL_div_DE:
ld a,h
ld c,l
ld hl,0
ld b,16
__DivLoop:
sll c
rla
adc hl,hl
sbc hl,de
jr nc,__DivSkip
add hl,de
dec c
__DivSkip:
djnz __DivLoop
ld h,a
ld l,c
ret

I'm just a little bit worried about the use of the sll command, will that sacrifice compatibility with the Nspire?
I definitely want this to work on the NSpire, so could you use another method instead?
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Offline Eeems

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Re: Axe Parser
« Reply #36 on: February 04, 2010, 09:40:15 am »
 think calc84 gave a way that works.
/e

Offline Quigibo

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Re: Axe Parser
« Reply #37 on: February 04, 2010, 04:04:22 pm »
Yeah, its only one byte more for the compatibility.  Worth it. ;)

Quote
Also, if you haven't done this already, I'd like to suggest that you auto-generate multiplication algorithms when multiplying by constants.
I probably will for powers of 2, but I don't think there will really need to be such high speed math operations, I mean, I don't think anyone will be making a first person shooter or anything.  But I guess if a few microseconds are important enough to account for the program size increase, you can always add some Hex code to do the faster multiplication.
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #38 on: February 04, 2010, 06:48:34 pm »
I am confused by what this means. Does it means it would be only possible to mutiply by 2, 4 and the like? It might become an issue for example if I did a small RPG where your max HP and attack power was like 101 x character LV
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Offline Quigibo

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Re: Axe Parser
« Reply #39 on: February 04, 2010, 06:54:02 pm »
No, no, it just means that multiplying by powers of 2 will use a smaller, faster code that multiplying the regular way.  Its just an optimization.  Even things like +1 and +2 can be optimized.

Probably won't be in the next release, but I'll get to automatic optimizations eventually.
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Offline calc84maniac

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Re: Axe Parser
« Reply #40 on: February 04, 2010, 06:54:17 pm »
I am confused by what this means. Does it means it would be only possible to mutiply by 2, 4 and the like? It might become an issue for example if I did a small RPG where your max HP and attack power was like 101 x character LV
He's just saying that it would be slower to multiply by anything else because it would call a general routine instead of adding manually

Edit: Ninjaaaaa
« Last Edit: February 04, 2010, 06:54:47 pm by calc84maniac »
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #41 on: February 04, 2010, 06:55:03 pm »
aaaah ok, I see, thanks for clarifying
In case you are wondering where I went, I am still regularly active in the TI community and am even making new TI-84 Plus CE games. However, I left Omnimaga back in March 2015 for various reasons explained here and there. I might come back one day, depending of certain circumstances, but my new TI community home (despite me being Omnimaga founder in 2001) is now CodeWalrus ( https://codewalr.us ). Sorry for the inconveniences.


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Offline Builderboy

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Re: Axe Parser
« Reply #42 on: February 04, 2010, 06:55:27 pm »
I think (but i'm not sure) is that when multiplying by any arbitrary number, it uses the general multiplication routine, but when multiplying by 2, you use the dedicated x2 routine?

EDIT: nice Ninja there Quigibo :P
EDIT2: Double ninja  :o
EDIT3: Damn Triple ninja :(

Offline Quigibo

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Re: Axe Parser
« Reply #43 on: February 04, 2010, 06:57:40 pm »
I think (but i'm not sure) is that when multiplying by any arbitrary number, it uses the general multiplication routine, but when multiplying by 2, you use the dedicated x2 routine?

Correct.  The general x2 routine is to add the number to itself :P
« Last Edit: February 04, 2010, 06:58:13 pm by Quigibo »
___Axe_Parser___
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #44 on: February 05, 2010, 02:49:00 am »
I removed all replies from the updates thread and moved them here.
In case you are wondering where I went, I am still regularly active in the TI community and am even making new TI-84 Plus CE games. However, I left Omnimaga back in March 2015 for various reasons explained here and there. I might come back one day, depending of certain circumstances, but my new TI community home (despite me being Omnimaga founder in 2001) is now CodeWalrus ( https://codewalr.us ). Sorry for the inconveniences.


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