Command  Token  Effect 
CalcMatrx(x_angle,y_angle,z_angle)  randInt(  Calculates the rotation matrix given the X, Y and Z angles. The matrix is written to the whole 9 bytes of OP1, this means that it got destroyed by float{}, GetCalc or a call to Ans (tell me if I forgot something). 
RotVertx(x_coord,y_coord,z_coord,outputArea)  randNorm(  Rotate a vertex given its X, Y and Z coordinates according to the rotation matrix calculated with a previous call to CalcMatrx and writes the resulting coordinates to the 6 bytes starting at outputArea. 
ProjVertex(x_coord,y_coord,z_coord)  randBin(  Converts 3D coordinates into 2D ones. Basically, it takes a point in space and converts it into a point on screen. It returns the X coordinate in L and the Y coordinate in H, so make a modulus 256 on the returned value to have the X coordinate, and divide it by 256 to have the Y coordinate. Don't forget that you'll need to use a camera offset (distance from the camera to the plan) to avoid having the vertices display right on your face ! 
Thanks :D I first thought about a Star Fox like or something ...There is already a StarFox project by thepenguin77, but it only runs for 15MHz models, so not for your 83+.
/me dreams about nice things
That Starfox project used plenty of cheating techniques to simulate 3D and get around limitations, though, so it might not be 100% 3D (although I think if you modify the source it's perfectly useable for games and levels)Thanks :D I first thought about a Star Fox like or something ...There is already a StarFox project by thepenguin77, but it only runs for 15MHz models, so not for your 83+.
/me dreams about nice things
Will the Axiom support solid walls (even if they are only white, with no textures) or only wires ?
Thanks :D I first thought about a Star Fox like or something ...There is already a StarFox project by thepenguin77, but it only runs for 15MHz models, so not for your 83+.
/me dreams about nice things
Will the Axiom support solid walls (even if they are only white, with no textures) or only wires ?
And yeah, solid surfaces are my next item on my list. That's why I mentionned polygon filling.Ah, that's what you meant by "polygon filling" :P
Also, if you cant think of more things that you would like have added to the axiom, say it ;)I think that with solid walls (or polygon filling as you say) would be enough but textures would be a great addition (but it will be harder to implement I guess).
^ Y


 __> Z
 __
> X
We'll try with greyscales (most likely 3), and if it's too ugly, we'll go with checkerboards.Yeah, that's what he meant. People usually do this:
@pimathbrainiac for me the 3D coordinates always were :Code: [Select]^ Y


 __> Z
 __
> X
^ Z




> Y
__
X <
But as long as the code works, that is not really a problem with good documentation :)
.A
#Axiom(AXJH3D)
ProjVertex(1,1,5)>A
While 1
ClrDraw
PxlOn(A^256,A/256)
DispGraph
EndIf (getKey(15))
;#SECTION "MAIN", CODE
.nolist
#include "ti83plus.inc"
.list
sub_Axiom2 equ 3F61h
AX equ OP1
AY equ AX + 1
AZ equ AY + 1
BX equ AZ + 1
BY equ BX + 1
BZ equ BY + 1
CX equ BZ + 1
CY equ CX + 1
CZ equ CY + 1
dw 0C0DEh
; CalcRotMatrix
; Calculates the rotation
; matrix relative to 3 angles
dw CalcRotMatrixEnd + 34
db 00111111b
db 0BBh, 0Ah ; randInt(
db 1
db 3
; HL = Z angle
; Stack : Y angle, X angle ,ret
rorg 0
ld c, l
pop hl
pop de
ld a, e
pop de
ld b, e
push hl
; jh_CalcRotationMatrix:
di
ld d, c
ld c, b
ld b, a
; b, c, d
; ax = (sin( b + c + d) + sin(b 
; c + d) + sin(b + c  d) + sin( b
;  c  d) + 2*(cos(c  d) +
; cos(c + d)))/4
ld a, c
sub d
db 7Fh
rorg $  1
call _GetCos
exx
ld l, a
rla
sbc a, a
ld h, a
; cos(c  d)
exx
ld a, c
add a, d
db 7Fh
rorg $  1
call _GetCos
exx
ld c, a
rla
sbc a, a
ld b, a
; cos(c + d)
add hl, bc
add hl, hl
exx
ld a, c
sub b
add a, d
db 7Fh
rorg $  1
call _GetSin
exx
ld c, a
rla
sbc a, a
ld b, a
; sin( b + c + d)
add hl, bc
exx
ld a, b
sub c
add a, d
db 7Fh
rorg $  1
call _GetSin
exx
ld c, a
rla
sbc a, a
ld b, a
; sin(b  c + d)
add hl, bc
exx
ld a, b
add a, c
sub d
db 7Fh
rorg $  1
call _GetSin
exx
ld c, a
rla
sbc a, a
ld b, a
; sin(b + c  d)
add hl, bc
exx
xor a
sub b
sub c
sub d
db 7Fh
rorg $  1
call _GetSin
exx
ld c, a
rla
sbc a, a
ld b, a
; sin( b  c  d)
add hl, bc
ld a, l
rr h
rra
rr h
rra
ld (AX), a
; ay = (sin( b + d) + sin(b +
; d))/2
exx
ld a, d
sub b
db 7Fh
rorg $  1
call _GetSin
exx
ld l, a
rla
sbc a, a
ld h, a
; sin( b + d)
exx
ld a, b
add a, d
db 7Fh
rorg $  1
call _GetSin
exx
ld c, a
rla
sbc a, a
ld b, a
; sin(b + d)
add hl, bc
ld a, l
rr h
rra
ld (AY), a
; az = (cos(b  c  d) + cos(b 
; c + d + $80) + cos(b + c  d) +
; cos(b + c + d + $80) +
; 2*(sin( c + d) + sin( c 
; d)))/4
exx
ld a, d
sub c
db 7Fh
rorg $  1
call _GetSin
exx
ld l, a
rla
sbc a, a
ld h, a
; sin( c + d)
exx
xor a
sub c
sub d
db 7Fh
rorg $  1
call _GetSin
exx
ld c, a
rla
sbc a, a
ld b, a
; sin( c  d)
add hl, bc
add hl, hl
exx
ld a, b
sub c
sub d
db 7Fh
rorg $  1
call _GetCos
exx
ld c, a
rla
sbc a, a
ld b, a
; (cos(b  c  d)
add hl, bc
exx
ld a, 80h
add a, b
sub c
add a, d
db 7Fh
rorg $  1
call _GetCos
exx
ld c, a
rla
sbc a, a
ld b, a
; cos(b  c + d + $80)
add hl, bc
exx
ld a, b
add a, c
sub d
db 7Fh
rorg $  1
call _GetCos
exx
ld c, a
rla
sbc a, a
ld b, a
; cos(b + c  d)
add hl, bc
exx
ld a, 80h
add a, b
add a, c
add a, d
db 7Fh
rorg $  1
call _GetCos
exx
ld c, a
rla
sbc a, a
ld b, a
; cos(b + c + d + $80)
add hl, bc
ld a, l
rr h
rra
rr h
rra
ld (AZ), a
; bx = (cos(b  c  d) + cos(b 
; c + d) + cos(b + c  d + $80) +
; cos(b + c + d + $80) +
; 2*(sin(c  d) + sin( c 
; d)))/4
exx
ld a, c
sub d
db 7Fh
rorg $  1
call _GetSin
exx
ld l, a
rla
sbc a, a
ld h, a
; sin(c  d)
exx
xor a
sub c
sub d
db 7Fh
rorg $  1
call _GetSin
exx
ld c, a
rla
sbc a, a
ld b, a
; sin( c  d)
add hl, bc
add hl, hl
exx
ld a, b
sub c
sub d
db 7Fh
rorg $  1
call _GetCos
exx
ld c, a
rla
sbc a, a
ld b, a
; cos(b  c  d)
add hl, bc
exx
ld a, b
sub c
add a, d
db 7Fh
rorg $  1
call _GetCos
exx
ld c, a
rla
sbc a, a
ld b, a
; cos(b  c + d)
add hl, bc
exx
ld a, 80h
add a, b
add a, c
sub d
db 7Fh
rorg $  1
call _GetCos
exx
ld c, a
rla
sbc a, a
ld b, a
; cos(b + c  d + $80)
add hl, bc
exx
ld a, 80h
add a, b
add a, c
add a, d
db 7Fh
rorg $  1
call _GetCos
exx
ld c, a
rla
sbc a, a
ld b, a
; cos(b + c + d + $80)
add hl, bc
ld a, l
rr h
rra
rr h
rra
ld (BX), a
; by = (cos(b  d) + cos(b +
; d))/2
exx
ld a, b
sub d
db 7Fh
rorg $  1
call _GetCos
exx
ld l, a
rla
sbc a, a
ld h, a
; cos(b  d)
exx
ld a, b
add a, d
db 7Fh
rorg $  1
call _GetCos
exx
ld c, a
rla
sbc a, a
ld b, a
; cos(b + d)
add hl, bc
ld a, l
rr h
rra
ld (BY), a
; bz = (sin(b  c  d) + sin(b  c
; + d) + sin(b + c  d) + sin(b + c
; + d) + 2*(cos(c  d) + cos(c
; + d + $80)))/4
exx
ld a, c
sub d
db 7Fh
rorg $  1
call _GetCos
exx
ld l, a
rla
sbc a, a
ld h, a
; cos(c  d)
exx
ld a, 80h
add a, c
add a, d
db 7Fh
rorg $  1
call _GetCos
exx
ld c, a
rla
sbc a, a
ld b, a
; cos(c + d + $80)
add hl, bc
add hl, hl
exx
ld a, b
sub c
sub d
db 7Fh
rorg $  1
call _GetSin
exx
ld c, a
rla
sbc a, a
ld b, a
; sin(b  c  d)
add hl, bc
exx
ld a, b
sub c
add a, d
db 7Fh
rorg $  1
call _GetSin
exx
ld c, a
rla
sbc a, a
ld b, a
; sin(b  c + d)
add hl, bc
exx
ld a, b
add a, c
sub d
db 7Fh
rorg $  1
call _GetSin
exx
ld c, a
rla
sbc a, a
ld b, a
; sin(b + c  d)
add hl, bc
exx
ld a, b
add a, c
add a, d
db 7Fh
rorg $  1
call _GetSin
exx
ld c, a
rla
sbc a, a
ld b, a
; sin(b + c + d)
add hl, bc
ld a, l
rr h
rra
rr h
rra
ld (BZ), a
; cx = (sin( b + c) + sin(b +
; c))/2
exx
ld a, c
sub b
db 7Fh
rorg $  1
call _GetSin
exx
ld l, a
rla
sbc a, a
ld h, a
; sin( b + c)
exx
ld a, b
add a, c
db 7Fh
rorg $  1
call _GetSin
exx
ld c, a
rla
sbc a, a
ld b, a
; sin(b + c)
add hl, bc
ld a, l
rr h
rra
ld (CX), a
; cy = sin( b)
exx
xor a
sub b
db 7Fh
rorg $  1
call _GetSin
exx
ld (CY), a
; cz = (cos(b  c) + cos(b +
; c))/2
exx
ld a, b
sub c
db 7Fh
rorg $  1
call _GetCos
exx
ld l, a
rla
sbc a, a
ld h, a
; cos(b  c)
exx
ld a, b
add a, c
db 7Fh
rorg $  1
call _GetCos
exx
ld c, a
rla
sbc a, a
ld b, a
; cos(b + c)
add hl, bc
ld a, l
rr h
rra
ld (CZ), a
ei
ret
_GetSin:
sub 40h
_GetCos:
db 7Fh
rorg $  1
ld hl, sub_Axiom2
add a, l
ld l, a
ld a, 0
adc a, h
ld h, a
ld a, (hl)
ret
CalcRotMatrixEnd:
; CoSineTable
dw CoSineTableEnd
db 00111111b
db 0, 0 ; not callable
db 00010000b
db 0
rorg 0
db 40h, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Eh, 3Eh, 3Eh, 3Dh, 3Dh, 3Ch, 3Ch, 3Bh
db 3Bh, 3Ah, 3Ah, 39h, 38h, 37h, 37h, 36h, 35h, 34h, 33h, 33h, 31h, 31h, 2Fh, 2Eh
db 2Dh, 2Ch, 2Bh, 29h, 29h, 27h, 26h, 25h, 23h, 22h, 20h, 1Fh, 1Fh, 1Dh, 1Ch, 1Ah
db 19h, 17h, 15h, 14h, 12h, 11h, 10h, 0Eh, 0Dh, 0Bh, 0Ah, 08h, 06h, 05h, 03h, 02h
db 00h, 0FFh, 0FEh, 0FCh, 0FBh, 0F9h, 0F8h, 0F6h, 0F4h, 0F3h, 0F1h, 0F0h, 0EFh, 0EDh, 0ECh, 0EAh
db 0E9h, 0E7h, 0E5h, 0E4h, 0E2h, 0E1h, 0E0h, 0DFh, 0DEh, 0DCh, 0DBh, 0DAh, 0D8h, 0D7h, 0D6h, 0D5h
db 0D3h, 0D2h, 0D2h, 0D0h, 0CFh, 0CEh, 0CDh, 0CDh, 0CBh, 0CBh, 0CAh, 0C9h, 0C9h, 0C7h, 0C7h, 0C6h
db 0C6h, 0C5h, 0C4h, 0C4h, 0C3h, 0C3h, 0C3h, 0C2h, 0C2h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h
db 0C0h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C2h, 0C2h, 0C2h, 0C3h, 0C3h, 0C4h, 0C4h, 0C5h
db 0C5h, 0C6h, 0C6h, 0C7h, 0C8h, 0C9h, 0C9h, 0CAh, 0CBh, 0CCh, 0CDh, 0CDh, 0CFh, 0CFh, 0D1h, 0D2h
db 0D3h, 0D4h, 0D5h, 0D7h, 0D7h, 0D9h, 0DAh, 0DBh, 0DDh, 0DEh, 0E0h, 0E1h, 0E1h, 0E3h, 0E4h, 0E6h
db 0E7h, 0E9h, 0EBh, 0ECh, 0EEh, 0EFh, 0F0h, 0F2h, 0F3h, 0F5h, 0F6h, 0F8h, 0FAh, 0FBh, 0FDh, 0FEh
db 00h, 01h, 02h, 04h, 05h, 07h, 08h, 0Ah, 0Ch, 0Dh, 0Fh, 10h, 11h, 13h, 14h, 16h
db 17h, 19h, 1Bh, 1Ch, 1Eh, 1Fh, 20h, 21h, 22h, 24h, 25h, 26h, 28h, 29h, 2Ah, 2Bh
db 2Dh, 2Eh, 2Eh, 30h, 31h, 32h, 33h, 33h, 35h, 35h, 36h, 37h, 37h, 39h, 39h, 3Ah
db 3Ah, 3Bh, 3Ch, 3Ch, 3Dh, 3Dh, 3Dh, 3Eh, 3Eh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh
CoSineTableEnd:
;
; RotVertex
; Rotate the given vertex
; with the matrix calculated
; with a previous call to
; CalcRotMatrix
dw RotVertexEnd + 32
db 00111111b
db 0BBh, 1Fh ; randNorm(
db 1
db 4
; HL = output area
; Stack : X, Y, Z coordinate,ret
rorg 0
pop af
pop de
pop bc
push af
ex (sp), hl
pop af
ex (sp), hl
push af
; jh_RotateVertex:
db 7Fh
rorg $  1
ld (x3d), hl
db 7Fh
rorg $  1
ld (y3d), bc
db 7Fh
rorg $  1
ld (z3d), de
ld a, (AX)
db 7Fh
rorg $  1
call _iMulAbyHL
push af
push hl
db 7Fh
rorg $  1
ld hl, (y3d)
ld a, (AY)
db 7Fh
rorg $  1
call _iMulAbyHL
push af
push hl
db 7Fh
rorg $  1
ld hl, (z3d)
ld a, (AZ)
db 7Fh
rorg $  1
call _iMulAbyHL
pop de
pop bc
add hl, de
adc a, b
pop de
pop bc
add hl, de
adc a, b
db 7Fh
rorg $  1
call _iDivAHLby64
db 7Fh
rorg $  1
ld (nx3d + 1), hl
db 7Fh
rorg $  1
ld hl, (x3d)
ld a, (BX)
db 7Fh
rorg $  1
call _iMulAbyHL
push af
push hl
db 7Fh
rorg $  1
ld hl, (y3d)
ld a, (BY)
db 7Fh
rorg $  1
call _iMulAbyHL
push af
push hl
db 7Fh
rorg $  1
ld hl, (z3d)
ld a, (BZ)
db 7Fh
rorg $  1
call _iMulAbyHL
pop de
pop bc
add hl, de
adc a, b
pop de
pop bc
add hl, de
adc a, b
db 7Fh
rorg $  1
call _iDivAHLby64
db 7Fh
rorg $  1
ld (ny3d + 1), hl
db 7Fh
rorg $  1
ld hl, (x3d)
ld a, (CX)
db 7Fh
rorg $  1
call _iMulAbyHL
push af
push hl
db 7Fh
rorg $  1
ld hl, (y3d)
ld a, (CY)
db 7Fh
rorg $  1
call _iMulAbyHL
push af
push hl
db 7Fh
rorg $  1
ld hl, (z3d)
ld a, (CZ)
db 7Fh
rorg $  1
call _iMulAbyHL
pop de
pop bc
add hl, de
adc a, b
pop de
pop bc
add hl, de
adc a, b
db 7Fh
rorg $  1
call _iDivAHLby64
ex de, hl
nx3d:
ld hl, 0
ny3d:
ld bc, 0
;
ex de, hl
ex (sp), hl
ld (hl), e
inc hl
ld (hl), d
inc hl
ld (hl), c
inc hl
ld (hl), b
inc hl
pop de
ld (hl), e
inc hl
ld (hl), d
ret
_iMulAbyHL:
ld de, 0
ld b, d
ld c, e
ex de, hl
cp 80h
jr c, noNegA
neg
inc b
noNegA:
bit 7, d
jr z, noNegDE
or a
sbc hl, de
ex de, hl
ld h, c
ld l, c
dec b
noNegDE:
add a, a
jr nc, $ + 4
ld h, d
ld l, e
db 7Fh
rorg $  1
call mulOP
db 7Fh
rorg $  1
call mulOP
db 7Fh
rorg $  1
call mulOP
db 7Fh
rorg $  1
call mulOP
db 7Fh
rorg $  1
call mulOP
db 7Fh
rorg $  1
call mulOP
db 7Fh
rorg $  1
call mulOP
rr b
ret nc
ld b, a
ld d, c
ld e, c
xor a
ex de, hl
sbc hl, de
sbc a, b
ret
_iDivAHLby64:
ld b, l
add hl, hl
adc a, a
add hl, hl
adc a, a
ld l, h
ld h, a
rla
ret nc
bit 0, b
ret z
inc hl
ret
mulOP:
add hl, hl
rla
jr nc, $ + 4
add hl, de
adc a, c
ret
x3d:
dw 0
y3d:
dw 0
z3d:
dw 0
RotVertexEnd:
; ProjectVertex
; Converts the 3D
; coordinates into 2D ones
dw ProjectVertexEnd + 26
db 00111111b
db 0BBh, 0Bh ; randBin(
db 1
db 3
; HL = Z coordinate
; Stack : X,Y coordinate,ret
rorg 0
pop af
push hl
pop de
pop bc
pop hl
push af
; jh_ProjectVertex:
ld a, d
or e
ret z
bit 7, d
ret nz
push bc
push de
ld a, h
rla
sbc a, a
add hl, hl
adc a, a
add hl, hl
adc a, a
add hl, hl
adc a, a
add hl, hl
adc a, a
ld b, a
ld d, h
ld e, l
add hl, hl
adc a, a
add hl, de
adc a, b
pop de
push de
db 7Fh
rorg $  1
call _iDivAHLbyDE
ld de, 96 / 2
add hl, de
adc a, 0
pop de
pop bc
push af
push hl
ld h, b
ld l, c
push de
ld a, h
rla
sbc a, a
add hl, hl
adc a, a
add hl, hl
adc a, a
add hl, hl
adc a, a
add hl, hl
adc a, a
ld b, a
ld d, h
ld e, l
add hl, hl
adc a, a
add hl, de
adc a, b
pop de
db 7Fh
rorg $  1
call _iDivAHLbyDE
ld de, 64 / 2
add hl, de
adc a, 0
ld b, a
ex de, hl
pop hl
pop af
ld h, e
ret
_iDivAHLbyDE:
ld b, h
ld c, l
ld hl, 0
cp 80h
push af
jr c, noNegABC
sbc hl, bc
ld b, h
ld c, l
ld h, 0
ld l, a
ld a, h
sbc a, l
ld l, h
noNegABC:
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
db 7Fh
rorg $  1
call divOP
ld h, b
ld l, c
ld e, a
pop af
ld a, e
ret c
xor a
ld h, a
ld l, a
sbc hl, bc
sbc a, e
ret
divOP:
; SLL C
db 0CBh, 31h
rl b
rla
adc hl, hl
sbc hl, de
jr nc, $ + 4
add hl, de
dec c
ret
ProjectVertexEnd:
dw 00h
;
dw 03BEh
db 9
db "CalcMtrx("
dw 03E8h
db 9
db "RotVertx("
dw 03C0h
db 10
db "ProjVertx("
.end
.end
its interesting,cause whith an good axiom you can maybe make more 3d games and maybe minecraft too
Small update :)Great :D
All drawing commands now takes an additional argument : 0 for black drawing, 1 for solid white. This makes solid display possible for you guys :thumbsup:
Also, if you can think of any functionality that you'd like to see in the axiom, please tell us because I'm a bit out of inspiration :PWell you already know them: clipping and textures :P
0>I
Repeat GetKey(15)
CalcMatrx(I,0,)
RotVertx(10,0,0,L1)
ProjVertx({L1}^r, {L1+2}^r, {L1+4}^r)>A
PxlOn(A^256, A/256)
DispGraphClearDraw
I++
End
Why do I get a point that goes berzerk and go erratically?
12
 
43
Rotated in any way of course.