Author Topic: Bug Reports  (Read 214628 times)

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Offline calc84maniac

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Re: Bug Reports
« Reply #1380 on: July 14, 2011, 08:21:56 pm »
I tried compiling one of my programs and I got a Bad Flash error. I checked my swap sector and it had been erased (the starting byte was 0xFF instead of 0xFE). I tried compiling again and it worked. What the heck was going on there?

Edit: In particular, what causes a Bad Flash error?
« Last Edit: July 14, 2011, 08:22:32 pm by calc84maniac »
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Offline Quigibo

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Re: Bug Reports
« Reply #1381 on: July 14, 2011, 09:53:54 pm »
Both of those bugs should have been fixed with the 1.0.1 update.  The issue was that the swap sector was being cleared but I forgot to reset the bit to re-indicate it was the swap sector once compiling finished.  A bad flash error means that either the calculator could not find a swap sector or that flash failed to unlock.
« Last Edit: July 14, 2011, 09:54:19 pm by Quigibo »
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Offline calc84maniac

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Re: Bug Reports
« Reply #1382 on: July 14, 2011, 09:55:32 pm »
Both of those bugs should have been fixed with the 1.0.1 update.  The issue was that the swap sector was being cleared but I forgot to reset the bit to re-indicate it was the swap sector one compiling finished.  A bad flash error means that either the calculator could not find a swap sector or that flash failed to unlock.
I was using 1.0.1. The swap sector was cleared, which mean flash was unlocked.

I think a better idea, though, is to set the 0xFE byte directly after you erase the page, then use the rest of the sector as you please. After you're done, you won't have to erase it again because the identifier byte is there. (Trust me, I do this with TI-Boy)
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Offline Ti-Programmer

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Re: Bug Reports
« Reply #1383 on: July 14, 2011, 09:58:24 pm »
Hey!

Sorry if i am reposting this, i found a small bug in axe (truely in asm moreso) that causes the display to do weird things  in the new ti MathPrint OS. (2.55 for 84+SE, 2.56 for Nspire) the quick fix is to enable classic mode (mode, then scroll down till you see "MathPrint Classic" select Classic and press clear, now run asm prgm. Although if it could be helped it'd be better to solve the mathprint bug.

Thanks!

Edit:
Triggered by code:
Code: [Select]
.AXEPRGM
"Hello World!"->Str1
Disp Str1
clrHome

asm(prgmAXEPRGM)
it displays an 'H' and then done the first time (if it is the first entry), the rest just random pixels on a line. (numerous entries on calc screen) I could maybe post a vid for better details.
« Last Edit: July 14, 2011, 10:03:34 pm by Ti-Programmer »
Spoiler For Sig:







Offline Freyaday

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Re: Bug Reports
« Reply #1384 on: July 14, 2011, 09:59:15 pm »
What triggers it?
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Offline Quigibo

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Re: Bug Reports
« Reply #1385 on: July 14, 2011, 10:12:46 pm »
Both of those bugs should have been fixed with the 1.0.1 update.  The issue was that the swap sector was being cleared but I forgot to reset the bit to re-indicate it was the swap sector one compiling finished.  A bad flash error means that either the calculator could not find a swap sector or that flash failed to unlock.
I was using 1.0.1. The swap sector was cleared, which mean flash was unlocked.

I think a better idea, though, is to set the 0xFE byte directly after you erase the page, then use the rest of the sector as you please. After you're done, you won't have to erase it again because the identifier byte is there. (Trust me, I do this with TI-Boy)
Ah, I always thought the identifier might imply that the sector was expected to be cleared for other programs, that's why I had to erase it twice.  Its strange it didn't write the byte there the second time, I guess that would explain the bad flash error.
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Offline calc84maniac

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Re: Bug Reports
« Reply #1386 on: July 14, 2011, 10:16:31 pm »
You will always want the first byte to be 0xFE. That's how the OS knows where the flash sector is. If Axe happens to crash while compiling without an 0xFE at the start of the swap sector, the swap sector might be lost. I've had this sort of thing happen in TI-Boy -- the swap sector kept moving higher and higher in flash until it filled up with garbage. Not good.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline Quigibo

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Re: Bug Reports
« Reply #1387 on: July 14, 2011, 10:24:15 pm »
Ah okay.  Yeah I just realized now that that could happen if the parsing doesn't complete as a result of an error.  Is that bug as serious as requiring a ROM clear?
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Offline ztrumpet

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Re: Bug Reports
« Reply #1388 on: July 14, 2011, 10:24:58 pm »
Yes.  * ZTrumpet looks at the past four (five?) hours of #omnimaga...

Offline FinaleTI

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Re: Bug Reports
« Reply #1389 on: July 14, 2011, 10:30:48 pm »
I had to ROM clear several times as well.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

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Offline Quigibo

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Re: Bug Reports
« Reply #1390 on: July 14, 2011, 10:34:40 pm »
Alright, I guess its another update tonight then.  ::)
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Offline calc84maniac

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Re: Bug Reports
« Reply #1391 on: July 14, 2011, 10:44:16 pm »
To be clear, if the OS doesn't find a sector starting with 0xFE, it uses the first sector starting with 0xFF as a swap sector instead. This causes a 64KB memory leak in archive each time.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline defmenge

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Re: Bug Reports
« Reply #1392 on: July 15, 2011, 06:02:08 am »
I'm not quite sure what these sector things are, but I guess you're talking about the bug that occurs after compiling which messes up the calc (or in this case, Wabbitemu), causes errors when sending files and clears the RAM after my app has executed until I restore an older saved state or clear the Archive. :P
It would be nice if you could fix that, I'm currently having incompatibility problems with the room drawing routines (objects and the player disappear sometimes), which I can't fix if I have to restore an old save state after each compile.

Also, I found out that DROD8x outputs a lot of random garbage to the home screen whenever I load a room, even though there is not a single command for printing text inside the room loading code. Perhaps that's related to MathPrint, though I haven't had any problems with that in 0.5.3 and earlier.
Spoiler For Lengthy room loading code:
Code: [Select]
Lbl LOA
Copy(Y1+R,L1+150,144)
sub(LDR,L1+150)
.Random garbage occurs above this line
sub(DRU)
sub(DRR)
If {L1+123}>0
For(I,0,{L1+123}-1)
sub(DRO,I)
End
End
0->{L1+114}->{L1+115}
0->{S+34}
sub(PSW)
Return

Lbl LDR
.r1: DATAPTR
0->{L1+123}->{S+186}
Fill(S+186,288)
For(J,0,11)
For(I,0,11)
If inData({J*12+r1+I},GDB1O)^(length(GDB1O)+1)!=0
{J*12+r1+I}->{{L1+123}*2+S+186}
I->nib{{L1+123}*2+S+187*2}
J->nib{{L1+123}*2+S+187*2+1}
{L1+123}++
0->{J*12+I+S+42}
Else
{J*12+r1+I}->{J*12+I+S+42}
End
End
End
sub(MSK)
Return

Lbl MSK
0->{L1+150}
Fill(L1+150,144)
For(I,0,143)
If inData({I+S+42},GDB1S)^(length(GDB1S)+1)!=0
1->{L1+I+150}
End
End
For(I,0,min({L1+123}-1,287))
sub(OMK^^r,I,1)
End
Return
Spoiler For DROD8x:
Status: Pre-Alpha "ROACHIE" - Progress: 20%
[=====] Graphics: 100% (full greyscale tileset)
[==== ] Tilemapping: 80% (maps load successfully, additional tile data not implemented yet)
[=    ] Storage formats: 20% (planned: segmentable holds, composed of levels, made of up to [presumably] 8x8 rooms)
[==   ] Monsters: 40% (roaches and roach queen AI working; planned: eyes, wubbas, golems and possibly more)
[     ] Gameplay Elements: 0% (walls and floors only)
[     ] GUI: 0% (very bare in-game GUI)
[=    ] Editor: 20% (integrated basic editor)
Project is currently on hold due to lots of homework and tests.

Offline Freyaday

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Re: Bug Reports
« Reply #1393 on: July 15, 2011, 01:50:01 pm »
A sector is the four pages of ROM that have to be erased at once.
In other news, Frey continues kicking unprecedented levels of ass.
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Offline defmenge

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Re: Bug Reports
« Reply #1394 on: July 15, 2011, 02:46:13 pm »
Ah okay, thanks. I've never worked with anything more low-level than Axe and I don't know much about how the TI-8x's flash memory works, so I was a bit confused between sectors, pages, swap memory and why APP sizes have to be multiples of 16 KB.
Spoiler For DROD8x:
Status: Pre-Alpha "ROACHIE" - Progress: 20%
[=====] Graphics: 100% (full greyscale tileset)
[==== ] Tilemapping: 80% (maps load successfully, additional tile data not implemented yet)
[=    ] Storage formats: 20% (planned: segmentable holds, composed of levels, made of up to [presumably] 8x8 rooms)
[==   ] Monsters: 40% (roaches and roach queen AI working; planned: eyes, wubbas, golems and possibly more)
[     ] Gameplay Elements: 0% (walls and floors only)
[     ] GUI: 0% (very bare in-game GUI)
[=    ] Editor: 20% (integrated basic editor)
Project is currently on hold due to lots of homework and tests.