Author Topic: Bug Reports  (Read 405652 times)

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Offline Quigibo

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Re: Bug Reports
« Reply #645 on: August 17, 2010, 02:26:08 am »
That's interesting Qwerty.55 I heard that the new Math Print feature can cause some incompatibility with Basic programs, I hope that isn't the case, but no one else has reported the problem before...

And lol, at first from reading your report I thought you actually converted the entire HEXPIC program to make it Axe compatible and got it to work, that would have been amazing. :D
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Offline AngelFish

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Re: Bug Reports
« Reply #646 on: August 17, 2010, 02:47:44 am »
That's next week ;D

Actually, I have the rest of the night, with nothing to do except a lot of paperwork for college tomorrow. Ah, the wonders of insomnia...

BTW: My calculator normally isn't in Mathprint mode, as I can't stand it, but with the RAM clears from learning Axe, it's been reset to that. So Mathprint may very well be the problem.
« Last Edit: August 17, 2010, 03:00:29 am by Qwerty.55 »
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---  = -------------
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Offline DJ Omnimaga

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Re: Bug Reports
« Reply #647 on: August 17, 2010, 09:39:42 am »
That's interesting Qwerty.55 I heard that the new Math Print feature can cause some incompatibility with Basic programs, I hope that isn't the case, but no one else has reported the problem before...

And lol, at first from reading your report I thought you actually converted the entire HEXPIC program to make it Axe compatible and got it to work, that would have been amazing. :D
Most issues involved inverted text on home screen. However, maybe there were other issues as well. I know it's much slower with MathPrint ON, too.
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Offline AngelFish

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Re: Bug Reports
« Reply #648 on: August 17, 2010, 11:15:31 am »
I think I figured out the problem: corrupted RAM.

While testing the Axe version of HEXPIC, I actually cleared the memory. Running HEXPIC again shows it working perfectly on my system without the offset that I had noticed yesterday. It's actually kind of creepy how much the program changed while I slept.
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Offline ztrumpet

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Re: Bug Reports
« Reply #649 on: August 17, 2010, 11:25:17 am »
BTW: My calculator normally isn't in Mathprint mode, as I can't stand it, but with the RAM clears from learning Axe, it's been reset to that. So Mathprint may very well be the problem.
You may want to look at this program: http://www.ticalc.org/archives/files/fileinfo/429/42907.html
If you want, you can turn Math Print off after a RAM Clear without touching the mode menu. It's wonderful. ;D

Offline Builderboy

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Re: Bug Reports
« Reply #650 on: August 17, 2010, 03:52:00 pm »
So i am encountering a really weird bug in my game right now.  There is a section of code that is executed when a plasma ball reaches its goal, and only then.  Ive tested this with pauses and display, and confirmed that it only occurs when the plasma ball reaches its goal.  However, there is some code inside this block that is causing a RAM clear under certain conditions.

0->D
0->E

works fine, but

0->D->E

causes a RAM clear!  Whaaaaaaaat?  This bug isnt present when i compile as an application, and im convinced it has something to do with the program size, as adding a Pause 20 also makes the bug go away.  But, the program size is only 8460, which is underneath the 8810 execution limit :( I dont know whats going onn.  And either way, making the program *smaller* is whats causing the Ram clear, so that doesnt make sense...

Offline Quigibo

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Re: Bug Reports
« Reply #651 on: August 17, 2010, 04:21:20 pm »
Actually, the limit is less than that.  The calculator won't load the program in ram properly if it's above around 8150-ish, I'm surprised you were able to execute it fine all this time.   I'm afraid I'm not sure exactly what the problem is either.
« Last Edit: August 17, 2010, 04:21:55 pm by Quigibo »
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Offline Builderboy

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Re: Bug Reports
« Reply #652 on: August 17, 2010, 04:30:19 pm »
Interesting, even if i am using MirageOS?

Offline Runer112

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Re: Bug Reports
« Reply #653 on: August 17, 2010, 04:31:27 pm »
I believe you can access the full 8811 bytes by compiling your program to Ion/MirageOS and running from a shell, right?

Offline Builderboy

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Re: Bug Reports
« Reply #654 on: August 17, 2010, 04:33:23 pm »
Thats what i thought O.o

Offline FinaleTI

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Re: Bug Reports
« Reply #655 on: August 17, 2010, 04:58:00 pm »
Is this supposed to happen?

Regardless of whether they draw to the screen or the bufffer, bitmaps glitch up in apps, even if they work flawlessly in programs. Is there any way around this, or do I need to reorganize my sprite data?


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Offline calcdude84se

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Re: Bug Reports
« Reply #656 on: August 17, 2010, 05:12:24 pm »
This is probably related to why text w/in an app can't be used w/o care (in regular ASM, not Axe)
Like he does for text, Quigibo will have to add support for bitmaps.
Until then, you need to copy the bitmap to RAM before using it.
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Offline FinaleTI

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Re: Bug Reports
« Reply #657 on: August 17, 2010, 05:14:50 pm »
Would I just copy it to a saferam area or appvar, and then use a pointer to that location in place of the static pointer you'd normally use?


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.

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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.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

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Offline calcdude84se

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Re: Bug Reports
« Reply #658 on: August 17, 2010, 05:28:27 pm »
Yeah. Obviously you'd use saferam before you used an appvar ;D
And, now that I think about it, I'm not sure there is a workaround for apps. For text, I'm convinced it does something to the effect of displaying one char at a time, but there's no simple equivalent for a bitmap...
You might have to stick with copying it to RAM, as above.
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Offline Quigibo

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Re: Bug Reports
« Reply #659 on: August 17, 2010, 05:44:46 pm »
Yes, the bitmap command is not compatible if used with picture data stored in the app.  It will work if the image is copied to saferam or an unarchived variable though.
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