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Offline Deep Toaster

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Re: Axe Parser
« Reply #900 on: June 26, 2010, 07:47:09 pm »
On a related topic, is there a way to permanently change the font for the character set, not with an override like in Omnicalc, but with an actual change to the ROM OS?
« Last Edit: June 26, 2010, 07:54:12 pm by Deep Thought »




Offline FinaleTI

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Re: Axe Parser
« Reply #901 on: June 26, 2010, 07:52:59 pm »
Don't you mean OS?
Cuz the rom is either the file used by emulators to emulate the device or ROM is Read Only Memory.
Or is the data defining what the font looks like located in the ROM? I'd think it would be in the TI-OS data which is in the RAM, but I'm not an assembly programmer, so I wouldn't know.


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Re: Axe Parser
« Reply #902 on: June 26, 2010, 07:59:21 pm »
I thought that the OS was in ROM, so the words could be somewhat interchangeable, but I might be wrong. I changed it above.

And another thing:




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Re: Axe Parser
« Reply #903 on: June 26, 2010, 08:09:30 pm »
I'm pretty sure the OS is in some of the hidden portion of the 32KB (I think) of RAM that all 83s and 84s should have. 24KB of this is User RAM, but the rest of it isn't normally accessible by the user. ASM programs can access it though. The 32KB isn't part of the 48-128KB extra RAM(I know 84s have this much, but I'm positive the 83s have less).
Could an assembly programmer possibly clarify this?


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Offline calc84maniac

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Re: Axe Parser
« Reply #904 on: June 26, 2010, 08:22:21 pm »
I'm pretty sure the OS is in some of the hidden portion of the 32KB (I think) of RAM that all 83s and 84s should have. 24KB of this is User RAM, but the rest of it isn't normally accessible by the user. ASM programs can access it though. The 32KB isn't part of the 48-128KB extra RAM(I know 84s have this much, but I'm positive the 83s have less).
Could an assembly programmer possibly clarify this?
That part of the RAM is used by the OS, but it is not the OS itself (which is in Archive/FlashROM)
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Re: Axe Parser
« Reply #905 on: June 26, 2010, 08:24:52 pm »
OK. I guess I got a little confused. Sorry for the misinformation.
That would be kinda interesting to be able to permanently overwrite the font set.


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Re: Axe Parser
« Reply #906 on: June 26, 2010, 09:52:03 pm »
Well, I'm sure you can, assuming you figure out where the OS font is kept.  I'm not entirely sure, but Brandon Wilson probably knows.

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Re: Axe Parser
« Reply #907 on: June 27, 2010, 12:24:08 am »
I would be fine even if the font set was just temporary overwritten by running an ASM program even if it resetted on RAM clears or when the font file was archived, like Omnicalc. I wonder how easy it would be to make such thing possible without having to run an application like Omnicalc? I know it's possible to install Celtic III hooks by running an ASM program, for instance. Would a program like this (or the code) takes a considerable amount of memory?
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Re: Axe Parser
« Reply #908 on: June 29, 2010, 10:35:06 pm »
will bad things happen if i do the following code:
Code: [Select]
For(A,1,8
0→{L3-A}
End


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Re: Axe Parser
« Reply #909 on: June 29, 2010, 10:45:36 pm »
I am not too sure, but something strange happened when I tried to display a tilemap from L1-1 once: the entire tilemap suddently changed to random stuff. This tells me that when going negative, it tried to display L1+65535 (it's not L1+255 because I know in my program the stuff there was not random stuff) then stuff at like 65536,7,8,9, etc.

If this is not what happened, then I am not too sure. Regardless, watch out what you are doing and backup.
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Offline Builderboy

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Re: Axe Parser
« Reply #910 on: June 29, 2010, 11:13:16 pm »
will bad things happen if i do the following code:
Code: [Select]
For(A,1,8
0→{L3-A}
End


Hmmm most likely something bad will happen, you are writing to a place that is not inside the Safe Ram dedicated to the AppBackupScreen (where L3 is pointing to).  What are you trying to accomplish?

Offline nemo

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Re: Axe Parser
« Reply #911 on: June 29, 2010, 11:38:20 pm »
found a bug in my tilemapper and this is the easiest fix. so far nothing malicious has happened. everything works fine with that code in, but that could change.


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Re: Axe Parser
« Reply #912 on: June 29, 2010, 11:45:37 pm »
Hmmm i am concerned that something might end up happening, since you are storing in unsafe areas.  Where exactly are you storing your tilemap?

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Re: Axe Parser
« Reply #913 on: June 30, 2010, 12:01:19 am »
L1 - in the future will store the HEX string to output
L2 - tilemap
L3 - tileset
L4 - work area for tile editing.

in the future i'll probably switch L1 and L2 when dealing with tilemaps larger than the screen, but for now my setup works.
the fragment of code setting 0 to 8 bytes before L3 has to deal with editing the tilemap. 2nd displays the next tile, alpha displays the previous tile. when tile 1 is in a position and you use alpha, you should get a blank space. however, the 8 bytes before L3 are displayed. so i put that for( loop in there to correct it. i can't use a blank 8x8 square tile either, since i'm dealing with sizes from 4x4 - 8x8, and if i display a blank square it will erase surrounding parts of the tilemap. also, that costs memory. if this gives me a RAM clear then i'll certainly change it.


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Re: Axe Parser
« Reply #914 on: July 01, 2010, 11:44:18 am »
I'd recommend to STAY AWAY from areas like L3-8 unless you know exactly what you're doing.  Since you don't know what data is stored there it could cause instability.  Could you replace all of your L3s to L3+8, as it would compile to the same size and wouldn't overwrite unknown data? :)