BZC
Would trying to use isprite and fastcopy erase the previous contents of the screen like a stat sprite would?
Don't think so? Unless the screen buffer got erased then you isprited, then you copied to the actual screen?
Nope, it shouldn't, unless you're using a really funky routine.
Maybe it's something that BZC does to the code. I also noticed that if you press clear it takes you to the information screen for some reason. Maybe I used the wrong scan codes. Sad I remember I said I would have this ready a few weeks ago. Laughing It's more complicated than that.
something1990 wrote:
I remember I said I would have this ready a few weeks ago. Laughing It's more complicated than that.


Programming always is (a good rule of thumb is 90% of your time is spent debugging...)
Snave2000 wrote:
something1990 wrote:
I remember I said I would have this ready a few weeks ago. Laughing It's more complicated than that.


Programming always is (a good rule of thumb is 90% of your time is spent debugging...)


yep, probably why I haven't completed a project in the past half year. So much debugging to do.
Snave2000 wrote:
something1990 wrote:
I remember I said I would have this ready a few weeks ago. Laughing It's more complicated than that.


Programming always is (a good rule of thumb is 90% of your time is spent debugging...)
I can't even compile a Linux kernel without spending 26 hours (nearly) straight trying to debug it. Sad
Snave2000 wrote:
something1990 wrote:
I remember I said I would have this ready a few weeks ago. Laughing It's more complicated than that.


Programming always is (a good rule of thumb is 90% of your time is spent debugging...)


thats why i love python, its the reverse then (90% time coding, 10% debugging) - of course, runtime errors generating the line number and rough location on the line the error occured is extremely helpful, lolz

@Kerm: that is totally your fault tho. YOU didn't bother to read the manual Razz
Are we going to continue work on developping BZC? Has anyone here been working on BZC on their own? Do you still come around here Snave? This topic hasn't seen that much activity recently so I thought I should restart talk on it.
Yeah, I'm still here. I've been checking back almost every day actually, but no one else was posting anything, and I had nothing to say myself; hence the silence. Currently, I'm working on some basic drawing routines in ASM: lines and rectangles. The ultimate aim here is to end up with form and control drawing routines such that Windows-like forms could be created and moved around with an arrow keys-controlled mouse cursor. I will keep everyone posted on the progress of this.
Good stuff! I'm actually working on similar routine creation for DCS6's GUIStack stuff.
Great minds think alike! I still don't understand why my test program wouldn't work. I revised the BZC code and realized that I was writing C++ code in a few places. Laughing I fixed those, compiled it, did the standard changes to the Asm code, recompiled it, and it still didn't work. Sad I'll look around and try to find an alternative to using the Mirage libs.
Care to post up the code and exactly what's going wrong?
Didn't I send you the code? Which code do you want me to post, BZC or Assembly? Also the old problem I had before with the text is present again. The opening credits do not appear, only a bunch of garbage. I suspect it may have something to do with the parameters I pass to the drawing function and will investigate that soon. Tell me which code you want, BZC and Asm, and I'll post it.
How about both. I'd be curious to see the kind of ASM this thing generates. Smile

Code:
#include <asmlib.h>
#include <mirage.h>

ROMCALL wait = $4972
ROMCALL turnoff = $5008
ROMCALL clrgraph = $4540
FUNCTION getval ARG 0
FUNCTION randomno ARG 1
FUNCTION printgraph ARG 3
FUNCTION printcenter ARG 2
FUNCTION graphlines ARG 6
FUNCTION drawsprite ARG 3
FUNCTION clrsprite ARG 2
FUNCTION initsprite ARG 0
MEM cursor 8
MEM dodger 8
MEM dodged 8
BYTE spritey
BYTE spritex
BYTE obstacle1
BYTE obstacle2
BYTE obstacle3
BYTE obstacle4
BYTE obstacle5
BYTE obstacle6
BYTE obstacle7
BYTE loopval
BYTE keyval
BYTE result
BYTE norandom
STRING title = "Dodgem TI BZC"
STRING author = "By Roberto Sanchez"
STRING startgame = "Start Game"
STRING instructions = "Instructions"
STRING thisgame = "This game was made by"
STRING about = "About"
STRING quit = "Quit"
STRING pause = "Pause"
STRING continue = "Continue"
STRING joshfrisby = "Josh Frisby for BASIC"
STRING useleft = "Use left and right arrows"
STRING move = "to move."
STRING use2nd = "Use 2nd to pause."
STRING presskey = "Press a key to continue."
STRING adapted = "Adapted to BZC"
STRING cemetech = "Go to cemetech.net"
STRING thanks = "Thank Your for Playing"
STRING gameover = "Game Over"

START
initsprite
clrgraph
graphlines 7 7 89 57 1 2
printcenter 27 title
sleep 10
FOR loopval = 26 TO 34
graphlines 8 loopval 88 loopval 0 1
NEXT
printcenter 27 author
FOR loopval = 26 TO 34
graphlines 8 loopval 88 loopval 0 1
NEXT
sleep 10
LOOP UNTIL result == 5 AND spritey == 95
   clrgraph
   graphlines 0 8 96 8 1 1
   printcenter 0 title
   printgraph 24 29 startgame
   printgraph 32 29 instructions
   printgraph 40 29 about
   printgraph 48 29 quit
   spritey = 25
   LOOP UNTIL result ==5 OR result == 15
      drawsprite 20 spritey cursor
      result = getval
      IF result == 4 AND spritey > 25 THEN
         spritey = spritey - 8
      ENDIF
      IF result == 1 AND spritey < 49 THEN
         spritey = spritey + 8
      ENDIF
      clrsprite 20 spritey
   ENDLOOP
   clrgraph
   IF result == 5 AND spritey == 25 THEN
      obstacle1 = 20
      obstacle2 = 20
      obstacle3 = 20
      obstacle4 = 20
      obstacle5 = 20
      obstacle6 = 20
      obstacle7 = 20
      spritex = 52
      LOOP UNTIL loopval == spritex
         result = getval
         IF result == 55 THEN
            turnoff
         ENDIF
         IF result == 2 THEN
            spritex = spritex - 8
         ENDIF
         IF result == 3 THEN
            spritex = spritex + 8
         ENDIF
         IF spritex < 20 THEN
            spritex = 84
         ENDIF
         IF spritex > 84 THEN
            spritex = 20
         ENDIF
         clrsprite spritex 56
         drawsprite spritex 56 dodger
         clrsprite 0 obstacle1
         clrsprite 8 obstacle2
         clrsprite 16 obstacle3
         clrsprite 24 obstacle4
         clrsprite 32 obstacle5
         clrsprite 40 obstacle6
         clrsprite 48 obstacle7
         loopval = obstacle7
         obstacle6 = obstacle7
         obstacle5 = obstacle6
         obstacle4 = obstacle5
         obstacle3 = obstacle4
         obstacle2 = obstacle3
         obstacle1 = obstacle2
         obstacle7 = randomno 8
         IF obstacle7 < 2 THEN
            obstacle7 = 2
         ENDIF
         obstacle7 = obstacle7 * 8
         obstacle7 = obstacle7 + 20
         drawsprite 0 obstacle1 dodged
         drawsprite 8 obstacle2 dodged
         drawsprite 16 obstacle3 dodged
         drawsprite 24 obstacle4 dodged
         drawsprite 32 obstacle5 dodged
         drawsprite 40 obstacle6 dodged
         drawsprite 48 obstacle7 dodged
         IF result == 5 THEN
            clrgraph
            printcenter 0 pause
            graphlines 0 8 96 8 1 1
            printgraph 24 29 continue
            printgraph 32 29 quit
            spritey = 25
            LOOP UNTIL result == 5
               drawsprite 20 spritey cursor
               result = getval
               IF result == 4 AND spritey > 25 THEN
                  spritey = spritey - 8
               ENDIF
               IF result == 1 AND spritey < 33 THEN
                  spritey = spritey + 8
               ENDIF
               clrsprite 20 spritey
            ENDLOOP
               IF spritey == 33 THEN
               loopval = spritex
            ENDIF
         ENDIF
      ENDLOOP
      result = 0
      printcenter 27 gameover
      sleep 10
   ENDIF
   IF result == 5 AND spritey == 33 THEN
      graphlines 0 8 96 8 1 1
      printcenter 0 instructions
      printcenter 27 useleft
      printcenter 35 move
      printcenter 43 use2nd
      printcenter 51 presskey
      wait
      clrgraph
      result = 0
   ENDIF
   IF result == 5 AND spritey == 41 THEN
      graphlines 0 8 96 8 1 1
      printcenter 0 about
      printcenter 8 thisgame
      printcenter 16 joshfrisby
      printcenter 24 adapted
      printcenter 32 author
      printcenter 40 cemetech
      printcenter 48 presskey
      wait
      clrgraph
      result = 0
   ENDIF
ENDLOOP
clrgraph
graphlines 7 7 89 57 1 2
printcenter 27 thanks
sleep 10
FOR loopval = 26 TO 34
   graphlines 8 loopval 88 loopval 0 1
NEXT
printcenter 27 title
sleep 10
clrgraph
END

FSTART getval
ASM
   rst 28h
   .dw $4018
   ld (keyval),a
ENDASM
RETURN keyval
FEND

FSTART randomno upper
ASM
   ld b, (randomno_upper)
   call irandom
   ld (norandom), a
ENDASM
RETURN norandom
FEND

FSTART printgraph x y printstring
ASM
   ld a, (printgraph_x)
   ld ($86D7), a
   ld a, (printgraph_y)
   ld ($86D7), a
   ld hl, printgraph_printstring
   rst 28h
   .dw $4561
ENDASM
FEND

FSTART printcenter y printstring
ASM
   ld a, (printcenter_y)
   ld hl, printcenter_printstring
   call centertext
ENDASM
FEND

FSTART graphlines x1 y1 x2 y2 style type
ASM
   ld h, (graphlines_x1)
   ld l, (graphlines_y1)
   ld d, (graphlines_x2)
   ld e, (graphlines_y2)
   ld a, (graphlines_style)
   cp 2
   jp z, drawthegraph
   ld a, (graphlines_type)
   call fastlined
   jp copytograph
drawthegraph:
   ld a, (graphlines_type)
   call fastrectangle_save
copytograph:
   call fastcopys
ENDASM
FEND

FSTART drawsprite x y spritename
ASM
   ld b, 8
   ld a, (drawsprite_x)
   ld l, (drawsprite_y)
   ld ix, (drawsprite_spritename)
   call isprite
   call fastcopys
ENDASM
FEND

FSTART clrsprite y x
ASM
   ld b, 8
   ld a, (clrsprite_y)
   ld l, (clrsprite_x)
   ld ix, blanksprite
   call isprite
   call fastcopys
ENDASM
FEND

FSTART initsprite
ASM
jp endsprite
dodged:
.db %00000000
.db %00111100
.db %01001110
.db %01001110
.db %01111110
.db %01111110
.db %00111100
.db %00000000
cursor:
.db %00001000
.db %00000100
.db %00000010
.db %11111111
.db %11111111
.db %00000010
.db %00000100
.db %00001000
dodger:
.db %00011001
.db %00011001
.db %00010001
.db %11111111
.db %10111000
.db %10111000
.db %10101000
.db %01101100
blanksprite:
.db %00000000
.db %00000000
.db %00000000
.db %00000000
.db %00000000
.db %00000000
.db %00000000
.db %00000000
endsprite:
ENDASM
FEND

I cut all the equates BZC generated in the Asm code because the majority of the code consists of equates that you don't need.

Code:
.org   $9D93            
.db   $BB,$6D            
   ret               
.db   1            
.db   %11111111,%11111111      
.db   %11000000,%00000011
.db   %11000000,%00000011
.db   %11000000,%00000011
.db   %11000000,%00000011
.db   %11000000,%00000011
.db   %11111111,%11111110
.db   %11111111,%11111100
.db   %11000000,%00000110
.db   %11000000,%00000111
.db   %11000000,%00000011
.db   %11000000,%00000011
.db   %11000000,%00000011
.db   %11000000,%00000011
.db   %11000000,%00000011
.db   "Dodgem TI BZC",0
Start:
    LD (__RETPointer), SP
    CALL initsprite
    RST $28
.DW $4540
    LD HL, 7
    PUSH HL
    LD HL, 7
    PUSH HL
    LD HL, 89
    PUSH HL
    LD HL, 57
    PUSH HL
    LD HL, 1
    PUSH HL
    LD HL, 2
    PUSH HL
    CALL graphlines
    LD HL, 27
    PUSH HL
    LD HL, title
    PUSH HL
    CALL printcenter
    LD HL, 10
    PUSH HL
    CALL sleep
    LD HL, 26
    LD A, L
    LD (loopval), A
    LD HL, 34
    INC HL
    PUSH HL
__FORNEXT__A__BEGIN__:
    LD HL, 8
    PUSH HL
    LD H, 0
    LD A, (loopval)
    LD L, A
    PUSH HL
    LD HL, 88
    PUSH HL
    LD H, 0
    LD A, (loopval)
    LD L, A
    PUSH HL
    LD HL, 0
    PUSH HL
    LD HL, 1
    PUSH HL
    CALL graphlines
    LD H, 0
    LD A, (loopval)
    LD L, A
    INC HL
    LD A, L
    LD (loopval), A
    POP DE
    DEC SP
    DEC SP
    LD A, D
    CP H
    JP NZ, __FORNEXT__A__BEGIN__
    LD A, E
    CP L
    JP NZ, __FORNEXT__A__BEGIN__
    POP HL
    LD HL, 27
    PUSH HL
    LD HL, author
    PUSH HL
    CALL printcenter
    LD HL, 26
    LD A, L
    LD (loopval), A
    LD HL, 34
    INC HL
    PUSH HL
__FORNEXT__B__BEGIN__:
    LD HL, 8
    PUSH HL
    LD H, 0
    LD A, (loopval)
    LD L, A
    PUSH HL
    LD HL, 88
    PUSH HL
    LD H, 0
    LD A, (loopval)
    LD L, A
    PUSH HL
    LD HL, 0
    PUSH HL
    LD HL, 1
    PUSH HL
    CALL graphlines
    LD H, 0
    LD A, (loopval)
    LD L, A
    INC HL
    LD A, L
    LD (loopval), A
    POP DE
    DEC SP
    DEC SP
    LD A, D
    CP H
    JP NZ, __FORNEXT__B__BEGIN__
    LD A, E
    CP L
    JP NZ, __FORNEXT__B__BEGIN__
    POP HL
    LD HL, 10
    PUSH HL
    CALL sleep
__LOOP__C__BEGIN__:
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 5
    POP DE
    LD A, H
    CP D
    JP NZ, __LOOP__C____D__NEXT__
    LD A, L
    CP E
    JP NZ, __LOOP__C____D__NEXT__
__LOOP__C____D__NEXT__:
    LD H, 0
    LD A, (spritey)
    LD L, A
    PUSH HL
    LD HL, 95
    POP DE
    LD A, H
    CP D
    JP NZ, __LOOP__C__TEMP__
    LD A, L
    CP E
    JP NZ, __LOOP__C__TEMP__
    JP __LOOP__C__TEST__
__LOOP__C__TEMP__:
    RST $28
.DW $4540
    LD HL, 0
    PUSH HL
    LD HL, 8
    PUSH HL
    LD HL, 96
    PUSH HL
    LD HL, 8
    PUSH HL
    LD HL, 1
    PUSH HL
    LD HL, 1
    PUSH HL
    CALL graphlines
    LD HL, 0
    PUSH HL
    LD HL, title
    PUSH HL
    CALL printcenter
    LD HL, 24
    PUSH HL
    LD HL, 29
    PUSH HL
    LD HL, startgame
    PUSH HL
    CALL printgraph
    LD HL, 32
    PUSH HL
    LD HL, 29
    PUSH HL
    LD HL, instructions
    PUSH HL
    CALL printgraph
    LD HL, 40
    PUSH HL
    LD HL, 29
    PUSH HL
    LD HL, about
    PUSH HL
    CALL printgraph
    LD HL, 48
    PUSH HL
    LD HL, 29
    PUSH HL
    LD HL, quit
    PUSH HL
    CALL printgraph
    LD HL, 25
    LD A, L
    LD (spritey), A
__LOOP__E__BEGIN__:
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 5
    POP DE
    LD A, H
    CP D
    JP NZ, __LOOP__E____F__NEXT__
    LD A, L
    CP E
    JP NZ, __LOOP__E____F__NEXT__
__LOOP__E____F__NEXT__:
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 15
    POP DE
    LD A, H
    CP D
    JP NZ, __LOOP__E__TEMP__
    LD A, L
    CP E
    JP NZ, __LOOP__E__TEMP__
    JP __LOOP__E__TEST__
__LOOP__E__TEMP__:
    LD HL, 20
    PUSH HL
    LD H, 0
    LD A, (spritey)
    LD L, A
    PUSH HL
    LD HL, cursor
    PUSH HL
    CALL drawsprite
    CALL getval
    LD A, L
    LD (result), A
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 4
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__G____H__NEXT__
    LD A, L
    CP E
    JP NZ, __IF__G____H__NEXT__
__IF__G____H__NEXT__:
    LD H, 0
    LD A, (spritey)
    LD L, A
    PUSH HL
    LD HL, 25
    POP DE
    LD A, H
    CP D
    JP C, __IF__G__TEMP__
    CP D
    JP NZ, __IF__G__TEST__
    LD A, L
    CP E
    JP NC, __IF__G__TEST__
__IF__G__TEMP__:
    LD H, 0
    LD A, (spritey)
    LD L, A
    EX DE, HL
    LD HL, 8
    EX DE, HL
    SCF
    CCF
    SBC HL, DE
    LD A, L
    LD (spritey), A
__IF__G__TEST__:
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 1
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__I____J__NEXT__
    LD A, L
    CP E
    JP NZ, __IF__I____J__NEXT__
__IF__I____J__NEXT__:
    LD H, 0
    LD A, (spritey)
    LD L, A
    PUSH HL
    LD HL, 49
    POP DE
    EX DE, HL
    LD A, H
    CP D
    JP C, __IF__I__TEMP__
    CP D
    JP NZ, __IF__I__TEST__
    LD A, L
    CP E
    JP NC, __IF__I__TEST__
__IF__I__TEMP__:
    LD H, 0
    LD A, (spritey)
    LD L, A
    EX DE, HL
    LD HL, 8
    ADD HL, DE
    LD A, L
    LD (spritey), A
__IF__I__TEST__:
    LD HL, 20
    PUSH HL
    LD H, 0
    LD A, (spritey)
    LD L, A
    PUSH HL
    CALL clrsprite
    JP __LOOP__E__BEGIN__
__LOOP__E__TEST__:
    RST $28
.DW $4540
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 5
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__K____L__NEXT__
    LD A, L
    CP E
    JP NZ, __IF__K____L__NEXT__
__IF__K____L__NEXT__:
    LD H, 0
    LD A, (spritey)
    LD L, A
    PUSH HL
    LD HL, 25
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__K__TEST__
    LD A, L
    CP E
    JP NZ, __IF__K__TEST__
__IF__K__TEMP__:
    LD HL, 20
    LD A, L
    LD (obstacle1), A
    LD HL, 20
    LD A, L
    LD (obstacle2), A
    LD HL, 20
    LD A, L
    LD (obstacle3), A
    LD HL, 20
    LD A, L
    LD (obstacle4), A
    LD HL, 20
    LD A, L
    LD (obstacle5), A
    LD HL, 20
    LD A, L
    LD (obstacle6), A
    LD HL, 20
    LD A, L
    LD (obstacle7), A
    LD HL, 52
    LD A, L
    LD (spritex), A
__LOOP__M__BEGIN__:
    LD H, 0
    LD A, (loopval)
    LD L, A
    PUSH HL
    LD H, 0
    LD A, (spritex)
    LD L, A
    POP DE
    LD A, H
    CP D
    JP NZ, __LOOP__M__TEMP__
    LD A, L
    CP E
    JP NZ, __LOOP__M__TEMP__
    JP __LOOP__M__TEST__
__LOOP__M__TEMP__:
    CALL getval
    LD A, L
    LD (result), A
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 55
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__N__TEST__
    LD A, L
    CP E
    JP NZ, __IF__N__TEST__
__IF__N__TEMP__:
    RST $28
.DW $5008
__IF__N__TEST__:
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 2
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__O__TEST__
    LD A, L
    CP E
    JP NZ, __IF__O__TEST__
__IF__O__TEMP__:
    LD H, 0
    LD A, (spritex)
    LD L, A
    EX DE, HL
    LD HL, 8
    EX DE, HL
    SCF
    CCF
    SBC HL, DE
    LD A, L
    LD (spritex), A
__IF__O__TEST__:
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 3
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__P__TEST__
    LD A, L
    CP E
    JP NZ, __IF__P__TEST__
__IF__P__TEMP__:
    LD H, 0
    LD A, (spritex)
    LD L, A
    EX DE, HL
    LD HL, 8
    ADD HL, DE
    LD A, L
    LD (spritex), A
__IF__P__TEST__:
    LD H, 0
    LD A, (spritex)
    LD L, A
    PUSH HL
    LD HL, 20
    POP DE
    EX DE, HL
    LD A, H
    CP D
    JP C, __IF__Q__TEMP__
    CP D
    JP NZ, __IF__Q__TEST__
    LD A, L
    CP E
    JP NC, __IF__Q__TEST__
__IF__Q__TEMP__:
    LD HL, 84
    LD A, L
    LD (spritex), A
__IF__Q__TEST__:
    LD H, 0
    LD A, (spritex)
    LD L, A
    PUSH HL
    LD HL, 84
    POP DE
    LD A, H
    CP D
    JP C, __IF__R__TEMP__
    CP D
    JP NZ, __IF__R__TEST__
    LD A, L
    CP E
    JP NC, __IF__R__TEST__
__IF__R__TEMP__:
    LD HL, 20
    LD A, L
    LD (spritex), A
__IF__R__TEST__:
    LD H, 0
    LD A, (spritex)
    LD L, A
    PUSH HL
    LD HL, 56
    PUSH HL
    CALL clrsprite
    LD H, 0
    LD A, (spritex)
    LD L, A
    PUSH HL
    LD HL, 56
    PUSH HL
    LD HL, dodger
    PUSH HL
    CALL drawsprite
    LD HL, 0
    PUSH HL
    LD H, 0
    LD A, (obstacle1)
    LD L, A
    PUSH HL
    CALL clrsprite
    LD HL, 8
    PUSH HL
    LD H, 0
    LD A, (obstacle2)
    LD L, A
    PUSH HL
    CALL clrsprite
    LD HL, 16
    PUSH HL
    LD H, 0
    LD A, (obstacle3)
    LD L, A
    PUSH HL
    CALL clrsprite
    LD HL, 24
    PUSH HL
    LD H, 0
    LD A, (obstacle4)
    LD L, A
    PUSH HL
    CALL clrsprite
    LD HL, 32
    PUSH HL
    LD H, 0
    LD A, (obstacle5)
    LD L, A
    PUSH HL
    CALL clrsprite
    LD HL, 40
    PUSH HL
    LD H, 0
    LD A, (obstacle6)
    LD L, A
    PUSH HL
    CALL clrsprite
    LD HL, 48
    PUSH HL
    LD H, 0
    LD A, (obstacle7)
    LD L, A
    PUSH HL
    CALL clrsprite
    LD H, 0
    LD A, (obstacle7)
    LD L, A
    LD A, L
    LD (loopval), A
    LD H, 0
    LD A, (obstacle7)
    LD L, A
    LD A, L
    LD (obstacle6), A
    LD H, 0
    LD A, (obstacle6)
    LD L, A
    LD A, L
    LD (obstacle5), A
    LD H, 0
    LD A, (obstacle5)
    LD L, A
    LD A, L
    LD (obstacle4), A
    LD H, 0
    LD A, (obstacle4)
    LD L, A
    LD A, L
    LD (obstacle3), A
    LD H, 0
    LD A, (obstacle3)
    LD L, A
    LD A, L
    LD (obstacle2), A
    LD H, 0
    LD A, (obstacle2)
    LD L, A
    LD A, L
    LD (obstacle1), A
    LD HL, 8
    PUSH HL
    CALL randomno
    LD A, L
    LD (obstacle7), A
    LD H, 0
    LD A, (obstacle7)
    LD L, A
    PUSH HL
    LD HL, 2
    POP DE
    EX DE, HL
    LD A, H
    CP D
    JP C, __IF__S__TEMP__
    CP D
    JP NZ, __IF__S__TEST__
    LD A, L
    CP E
    JP NC, __IF__S__TEST__
__IF__S__TEMP__:
    LD HL, 2
    LD A, L
    LD (obstacle7), A
__IF__S__TEST__:
    LD H, 0
    LD A, (obstacle7)
    LD L, A
    EX DE, HL
    LD HL, 8
    CALL __multiply__
    LD A, L
    LD (obstacle7), A
    LD H, 0
    LD A, (obstacle7)
    LD L, A
    EX DE, HL
    LD HL, 20
    ADD HL, DE
    LD A, L
    LD (obstacle7), A
    LD HL, 0
    PUSH HL
    LD H, 0
    LD A, (obstacle1)
    LD L, A
    PUSH HL
    LD HL, dodged
    PUSH HL
    CALL drawsprite
    LD HL, 8
    PUSH HL
    LD H, 0
    LD A, (obstacle2)
    LD L, A
    PUSH HL
    LD HL, dodged
    PUSH HL
    CALL drawsprite
    LD HL, 16
    PUSH HL
    LD H, 0
    LD A, (obstacle3)
    LD L, A
    PUSH HL
    LD HL, dodged
    PUSH HL
    CALL drawsprite
    LD HL, 24
    PUSH HL
    LD H, 0
    LD A, (obstacle4)
    LD L, A
    PUSH HL
    LD HL, dodged
    PUSH HL
    CALL drawsprite
    LD HL, 32
    PUSH HL
    LD H, 0
    LD A, (obstacle5)
    LD L, A
    PUSH HL
    LD HL, dodged
    PUSH HL
    CALL drawsprite
    LD HL, 40
    PUSH HL
    LD H, 0
    LD A, (obstacle6)
    LD L, A
    PUSH HL
    LD HL, dodged
    PUSH HL
    CALL drawsprite
    LD HL, 48
    PUSH HL
    LD H, 0
    LD A, (obstacle7)
    LD L, A
    PUSH HL
    LD HL, dodged
    PUSH HL
    CALL drawsprite
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 5
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__T__TEST__
    LD A, L
    CP E
    JP NZ, __IF__T__TEST__
__IF__T__TEMP__:
    RST $28
.DW $4540
    LD HL, 0
    PUSH HL
    LD HL, pause
    PUSH HL
    CALL printcenter
    LD HL, 0
    PUSH HL
    LD HL, 8
    PUSH HL
    LD HL, 96
    PUSH HL
    LD HL, 8
    PUSH HL
    LD HL, 1
    PUSH HL
    LD HL, 1
    PUSH HL
    CALL graphlines
    LD HL, 24
    PUSH HL
    LD HL, 29
    PUSH HL
    LD HL, continue
    PUSH HL
    CALL printgraph
    LD HL, 32
    PUSH HL
    LD HL, 29
    PUSH HL
    LD HL, quit
    PUSH HL
    CALL printgraph
    LD HL, 25
    LD A, L
    LD (spritey), A
__LOOP__U__BEGIN__:
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 5
    POP DE
    LD A, H
    CP D
    JP NZ, __LOOP__U__TEMP__
    LD A, L
    CP E
    JP NZ, __LOOP__U__TEMP__
    JP __LOOP__U__TEST__
__LOOP__U__TEMP__:
    LD HL, 20
    PUSH HL
    LD H, 0
    LD A, (spritey)
    LD L, A
    PUSH HL
    LD HL, cursor
    PUSH HL
    CALL drawsprite
    CALL getval
    LD A, L
    LD (result), A
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 4
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__V____W__NEXT__
    LD A, L
    CP E
    JP NZ, __IF__V____W__NEXT__
__IF__V____W__NEXT__:
    LD H, 0
    LD A, (spritey)
    LD L, A
    PUSH HL
    LD HL, 25
    POP DE
    LD A, H
    CP D
    JP C, __IF__V__TEMP__
    CP D
    JP NZ, __IF__V__TEST__
    LD A, L
    CP E
    JP NC, __IF__V__TEST__
__IF__V__TEMP__:
    LD H, 0
    LD A, (spritey)
    LD L, A
    EX DE, HL
    LD HL, 8
    EX DE, HL
    SCF
    CCF
    SBC HL, DE
    LD A, L
    LD (spritey), A
__IF__V__TEST__:
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 1
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__X____Y__NEXT__
    LD A, L
    CP E
    JP NZ, __IF__X____Y__NEXT__
__IF__X____Y__NEXT__:
    LD H, 0
    LD A, (spritey)
    LD L, A
    PUSH HL
    LD HL, 33
    POP DE
    EX DE, HL
    LD A, H
    CP D
    JP C, __IF__X__TEMP__
    CP D
    JP NZ, __IF__X__TEST__
    LD A, L
    CP E
    JP NC, __IF__X__TEST__
__IF__X__TEMP__:
    LD H, 0
    LD A, (spritey)
    LD L, A
    EX DE, HL
    LD HL, 8
    ADD HL, DE
    LD A, L
    LD (spritey), A
__IF__X__TEST__:
    LD HL, 20
    PUSH HL
    LD H, 0
    LD A, (spritey)
    LD L, A
    PUSH HL
    CALL clrsprite
    JP __LOOP__U__BEGIN__
__LOOP__U__TEST__:
    LD H, 0
    LD A, (spritey)
    LD L, A
    PUSH HL
    LD HL, 33
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__Z__TEST__
    LD A, L
    CP E
    JP NZ, __IF__Z__TEST__
__IF__Z__TEMP__:
    LD H, 0
    LD A, (spritex)
    LD L, A
    LD A, L
    LD (loopval), A
__IF__Z__TEST__:
__IF__T__TEST__:
    JP __LOOP__M__BEGIN__
__LOOP__M__TEST__:
    LD HL, 0
    LD A, L
    LD (result), A
    LD HL, 27
    PUSH HL
    LD HL, gameover
    PUSH HL
    CALL printcenter
    LD HL, 10
    PUSH HL
    CALL sleep
__IF__K__TEST__:
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 5
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__ZA____ZB__NEXT__
    LD A, L
    CP E
    JP NZ, __IF__ZA____ZB__NEXT__
__IF__ZA____ZB__NEXT__:
    LD H, 0
    LD A, (spritey)
    LD L, A
    PUSH HL
    LD HL, 33
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__ZA__TEST__
    LD A, L
    CP E
    JP NZ, __IF__ZA__TEST__
__IF__ZA__TEMP__:
    LD HL, 0
    PUSH HL
    LD HL, 8
    PUSH HL
    LD HL, 96
    PUSH HL
    LD HL, 8
    PUSH HL
    LD HL, 1
    PUSH HL
    LD HL, 1
    PUSH HL
    CALL graphlines
    LD HL, 0
    PUSH HL
    LD HL, instructions
    PUSH HL
    CALL printcenter
    LD HL, 27
    PUSH HL
    LD HL, useleft
    PUSH HL
    CALL printcenter
    LD HL, 35
    PUSH HL
    LD HL, move
    PUSH HL
    CALL printcenter
    LD HL, 43
    PUSH HL
    LD HL, use2nd
    PUSH HL
    CALL printcenter
    LD HL, 51
    PUSH HL
    LD HL, presskey
    PUSH HL
    CALL printcenter
    RST $28
.DW $4972
    RST $28
.DW $4540
    LD HL, 0
    LD A, L
    LD (result), A
__IF__ZA__TEST__:
    LD H, 0
    LD A, (result)
    LD L, A
    PUSH HL
    LD HL, 5
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__ZC____ZD__NEXT__
    LD A, L
    CP E
    JP NZ, __IF__ZC____ZD__NEXT__
__IF__ZC____ZD__NEXT__:
    LD H, 0
    LD A, (spritey)
    LD L, A
    PUSH HL
    LD HL, 41
    POP DE
    LD A, H
    CP D
    JP NZ, __IF__ZC__TEST__
    LD A, L
    CP E
    JP NZ, __IF__ZC__TEST__
__IF__ZC__TEMP__:
    LD HL, 0
    PUSH HL
    LD HL, 8
    PUSH HL
    LD HL, 96
    PUSH HL
    LD HL, 8
    PUSH HL
    LD HL, 1
    PUSH HL
    LD HL, 1
    PUSH HL
    CALL graphlines
    LD HL, 0
    PUSH HL
    LD HL, about
    PUSH HL
    CALL printcenter
    LD HL, 8
    PUSH HL
    LD HL, thisgame
    PUSH HL
    CALL printcenter
    LD HL, 16
    PUSH HL
    LD HL, joshfrisby
    PUSH HL
    CALL printcenter
    LD HL, 24
    PUSH HL
    LD HL, adapted
    PUSH HL
    CALL printcenter
    LD HL, 32
    PUSH HL
    LD HL, author
    PUSH HL
    CALL printcenter
    LD HL, 40
    PUSH HL
    LD HL, cemetech
    PUSH HL
    CALL printcenter
    LD HL, 48
    PUSH HL
    LD HL, presskey
    PUSH HL
    CALL printcenter
    RST $28
.DW $4972
    RST $28
.DW $4540
    LD HL, 0
    LD A, L
    LD (result), A
__IF__ZC__TEST__:
    JP __LOOP__C__BEGIN__
__LOOP__C__TEST__:
    RST $28
.DW $4540
    LD HL, 7
    PUSH HL
    LD HL, 7
    PUSH HL
    LD HL, 89
    PUSH HL
    LD HL, 57
    PUSH HL
    LD HL, 1
    PUSH HL
    LD HL, 2
    PUSH HL
    CALL graphlines
    LD HL, 27
    PUSH HL
    LD HL, thanks
    PUSH HL
    CALL printcenter
    LD HL, 10
    PUSH HL
    CALL sleep
    LD HL, 26
    LD A, L
    LD (loopval), A
    LD HL, 34
    INC HL
    PUSH HL
__FORNEXT__ZE__BEGIN__:
    LD HL, 8
    PUSH HL
    LD H, 0
    LD A, (loopval)
    LD L, A
    PUSH HL
    LD HL, 88
    PUSH HL
    LD H, 0
    LD A, (loopval)
    LD L, A
    PUSH HL
    LD HL, 0
    PUSH HL
    LD HL, 1
    PUSH HL
    CALL graphlines
    LD H, 0
    LD A, (loopval)
    LD L, A
    INC HL
    LD A, L
    LD (loopval), A
    POP DE
    DEC SP
    DEC SP
    LD A, D
    CP H
    JP NZ, __FORNEXT__ZE__BEGIN__
    LD A, E
    CP L
    JP NZ, __FORNEXT__ZE__BEGIN__
    POP HL
    LD HL, 27
    PUSH HL
    LD HL, title
    PUSH HL
    CALL printcenter
    LD HL, 10
    PUSH HL
    CALL sleep
    RST $28
.DW $4540
    RET

__multiply__:
    LD B, H
    LD C, L
    LD HL, 0
__multiply___again:
    LD A, B
    OR C
    RET Z
    ADD HL, DE
    DEC BC
    JP __multiply___again
    RET

sleep:
    POP BC
    POP HL
    LD D, L
    PUSH BC
    DEC D
    LD E, $FF
sleep_loop1:
    LD B, $9F
sleep_loop2:
    DJNZ sleep_loop2
    DEC DE
    LD A, D
    OR E
    JP NZ, sleep_loop1
    RET

getval:
    rst 28h
.dw $4018
    ld (keyval),a
    LD H, 0
    LD A, (keyval)
    LD L, A
    RET
    RET

randomno:
    POP BC
    POP HL
    LD A, L
    LD ($917F), A
    PUSH BC
    ld b, ($917F)
    call irandom
    ld (norandom), a
    LD H, 0
    LD A, (norandom)
    LD L, A
    RET
    RET

printgraph:
    POP BC
    POP HL
    LD (printgraph_printstring), HL
    POP HL
    LD (printgraph_y), HL
    POP HL
    LD (printgraph_x), HL
    PUSH BC
    ld a, (printgraph_x)
    ld ($86D7), a
    ld a, (printgraph_y)
    ld ($86D7), a
    ld hl, printgraph_printstring
    rst 28h
.dw $4561
    RET

printcenter:
    POP BC
    POP HL
    LD (printcenter_printstring), HL
    POP HL
    LD (printcenter_y), HL
    PUSH BC
    ld a, (printcenter_y)
    ld hl, printcenter_printstring
    call centertext
    RET

graphlines:
    POP BC
    POP HL
    LD (graphlines_type), HL
    POP HL
    LD (graphlines_style), HL
    POP HL
    LD (graphlines_y2), HL
    POP HL
    LD (graphlines_x2), HL
    POP HL
    LD (graphlines_y1), HL
    POP HL
    LD (graphlines_x1), HL
    PUSH BC
    ld h, (graphlines_x1)
    ld l, (graphlines_y1)
    ld d, (graphlines_x2)
    ld e, (graphlines_y2)
    ld a, (graphlines_style)
    cp 2
    jp z, drawthegraph
    ld a, (graphlines_type)
    call fastlined
    jp copytograph
drawthegraph:
    ld a, (graphlines_type)
    call fastrectangle_save
copytograph:
    call fastcopys
    RET

drawsprite:
    POP BC
    POP HL
    LD (drawsprite_spritename), HL
    POP HL
    LD (drawsprite_y), HL
    POP HL
    LD (drawsprite_x), HL
    PUSH BC
    ld b, 8
    ld a, (drawsprite_x)
    ld l, (drawsprite_y)
    ld ix, (drawsprite_spritename)
    call isprite
    call fastcopys
    RET

clrsprite:
    POP BC
    POP HL
    LD (clrsprite_x), HL
    POP HL
    LD (clrsprite_y), HL
    PUSH BC
    ld b, 8
    ld a, (clrsprite_y)
    ld l, (clrsprite_x)
    ld ix, blanksprite
    call isprite
    call fastcopys
    RET

initsprite:
    jp endsprite
dodged:
.db % 00000000
.db % 00111100
.db % 01001110
.db % 01001110
.db % 01111110
.db % 01111110
.db % 00111100
.db % 00000000
cursor:
.db % 00001000
.db % 00000100
.db % 00000010
.db % 11111111
.db % 11111111
.db % 00000010
.db % 00000100
.db % 00001000
dodger:
.db % 00011001
.db % 00011001
.db % 00010001
.db % 11111111
.db % 10111000
.db % 10111000
.db % 10101000
.db % 01101100
blanksprite:
.db % 00000000
.db % 00000000
.db % 00000000
.db % 00000000
.db % 00000000
.db % 00000000
.db % 00000000
.db % 00000000
endsprite:
    RET

__RETPointer:
.DW 0

menu_display__entry_num:
.DB 0

mlinebitmap:
.DW 65535

timer1:
.DW 35386

timer1max:
.DW 35387

timer2:
.DW 35388

timer2max:
.DW 35389

timer3:
.DW 35390

custintaddr:
.DW 38511

saferam1:
.DW 34540

saferam2:
.DW 39026

saferam3:
.DW 33445

mirflags:
.DB 33

rightalign:
.DB 7

numscrollpixels:
.DW 38510

scrollbarcoords:
.DW 38510

old_element:
.DW 38510

cur_element:
.DW 38510

old_max_elem:
.DW 38510

max_elements:
.DW 38510

gbuf:
.DW 37696

spritey:
.DB 0

spritex:
.DB 0

obstacle1:
.DB 0

obstacle2:
.DB 0

obstacle3:
.DB 0

obstacle4:
.DB 0

obstacle5:
.DB 0

obstacle6:
.DB 0

obstacle7:
.DB 0

loopval:
.DB 0

keyval:
.DB 0

result:
.DB 0

norandom:
.DB 0

title:
.DB 68
.DB 111
.DB 100
.DB 103
.DB 101
.DB 109
.DB 32
.DB 84
.DB 73
.DB 32
.DB 66
.DB 90
.DB 67
.DB 0

author:
.DB 66
.DB 121
.DB 32
.DB 82
.DB 111
.DB 98
.DB 101
.DB 114
.DB 116
.DB 111
.DB 32
.DB 83
.DB 97
.DB 110
.DB 99
.DB 104
.DB 101
.DB 122
.DB 0

startgame:
.DB 83
.DB 116
.DB 97
.DB 114
.DB 116
.DB 32
.DB 71
.DB 97
.DB 109
.DB 101
.DB 0

instructions:
.DB 73
.DB 110
.DB 115
.DB 116
.DB 114
.DB 117
.DB 99
.DB 116
.DB 105
.DB 111
.DB 110
.DB 115
.DB 0

thisgame:
.DB 84
.DB 104
.DB 105
.DB 115
.DB 32
.DB 103
.DB 97
.DB 109
.DB 101
.DB 32
.DB 119
.DB 97
.DB 115
.DB 32
.DB 109
.DB 97
.DB 100
.DB 101
.DB 32
.DB 98
.DB 121
.DB 0

about:
.DB 65
.DB 98
.DB 111
.DB 117
.DB 116
.DB 0

quit:
.DB 81
.DB 117
.DB 105
.DB 116
.DB 0

pause:
.DB 80
.DB 97
.DB 117
.DB 115
.DB 101
.DB 0

continue:
.DB 67
.DB 111
.DB 110
.DB 116
.DB 105
.DB 110
.DB 117
.DB 101
.DB 0

joshfrisby:
.DB 74
.DB 111
.DB 115
.DB 104
.DB 32
.DB 70
.DB 114
.DB 105
.DB 115
.DB 98
.DB 121
.DB 32
.DB 102
.DB 111
.DB 114
.DB 32
.DB 66
.DB 65
.DB 83
.DB 73
.DB 67
.DB 0

useleft:
.DB 85
.DB 115
.DB 101
.DB 32
.DB 108
.DB 101
.DB 102
.DB 116
.DB 32
.DB 97
.DB 110
.DB 100
.DB 32
.DB 114
.DB 105
.DB 103
.DB 104
.DB 116
.DB 32
.DB 97
.DB 114
.DB 114
.DB 111
.DB 119
.DB 115
.DB 0

move:
.DB 116
.DB 111
.DB 32
.DB 109
.DB 111
.DB 118
.DB 101
.DB 46
.DB 0

use2nd:
.DB 85
.DB 115
.DB 101
.DB 32
.DB 50
.DB 110
.DB 100
.DB 32
.DB 116
.DB 111
.DB 32
.DB 112
.DB 97
.DB 117
.DB 115
.DB 101
.DB 46
.DB 0

presskey:
.DB 80
.DB 114
.DB 101
.DB 115
.DB 115
.DB 32
.DB 97
.DB 32
.DB 107
.DB 101
.DB 121
.DB 32
.DB 116
.DB 111
.DB 32
.DB 99
.DB 111
.DB 110
.DB 116
.DB 105
.DB 110
.DB 117
.DB 101
.DB 46
.DB 0

adapted:
.DB 65
.DB 100
.DB 97
.DB 112
.DB 116
.DB 101
.DB 100
.DB 32
.DB 116
.DB 111
.DB 32
.DB 66
.DB 90
.DB 67
.DB 0

cemetech:
.DB 71
.DB 111
.DB 32
.DB 116
.DB 111
.DB 32
.DB 99
.DB 101
.DB 109
.DB 101
.DB 116
.DB 101
.DB 99
.DB 104
.DB 46
.DB 110
.DB 101
.DB 116
.DB 0

thanks:
.DB 84
.DB 104
.DB 97
.DB 110
.DB 107
.DB 32
.DB 89
.DB 111
.DB 117
.DB 114
.DB 32
.DB 102
.DB 111
.DB 114
.DB 32
.DB 80
.DB 108
.DB 97
.DB 121
.DB 105
.DB 110
.DB 103
.DB 0

gameover:
.DB 71
.DB 97
.DB 109
.DB 101
.DB 32
.DB 79
.DB 118
.DB 101
.DB 114
.DB 0

printgraph_printstring:
.DW 0

printgraph_y:
.DW 0

printgraph_x:
.DW 0

printcenter_printstring:
.DW 0

printcenter_y:
.DW 0

graphlines_type:
.DW 0

graphlines_style:
.DW 0

graphlines_y2:
.DW 0

graphlines_x2:
.DW 0

graphlines_y1:
.DW 0

graphlines_x1:
.DW 0

drawsprite_spritename:
.DW 0

drawsprite_y:
.DW 0

drawsprite_x:
.DW 0

clrsprite_x:
.DW 0

clrsprite_y:
.DW 0

I added the Mirage header. Idea I think I just found some possible places that are giving me trouble. Things like this:

Code:
drawsprite_spritename:
.DW 0

drawsprite_y:
.DW 0

It didn't give enough space between the memory of the sprite name and the y location, so some of the data must have been corrupted. The y location could have been overwritten or characters in the string were overwritten by the y location and other stuff. I have to remember to get that fixed soon. Also note that I had to add the MEM declarations because the compiler would give me an error with sprite names. Snave is making some of these functions without Rom Calls but I'm doing my best with my limited Asm knowledge.
.db = 1 byte reserved
.dw = 1 word = 2 bytes reserved
Exactly. The required space for an array of characters was not reserved.
/me looks at the ASM code Surprised

I love this:


Code:
LD H, 0
    LD A, (obstacle7)
    LD L, A
    LD A, L
    LD (loopval), A
    LD H, 0
    LD A, (obstacle7)
    LD L, A
    LD A, L
    LD (obstacle6), A
    LD H, 0
    LD A, (obstacle6)
    LD L, A
    LD A, L
    LD (obstacle5), A
    LD H, 0
    LD A, (obstacle5)
    LD L, A
    LD A, L
    LD (obstacle4), A
    LD H, 0
    LD A, (obstacle4)
    LD L, A
    LD A, L
    LD (obstacle3), A
    LD H, 0
    LD A, (obstacle3)
    LD L, A
    LD A, L
    LD (obstacle2), A
    LD H, 0
    LD A, (obstacle2)
    LD L, A
    LD A, L
    LD (obstacle1), A


Does it not trust the processor to maintain the values of the registers? Laughing Rolling Eyes There are so many Pushes and Pops, it's hard to read. At least the stack is getting a good workout. I'd advise the tried and tested method of debugging: put b_call(_getkey) after each instruction. You'll find the misbehaving one.

That said, I think I found your problem. If I am reading this correctly, you passed 7,7,89,57,1,2 to the graphlines function. As it put them into it's variables, 89 was stored to (graphlines_y2). The calculator doesn't have 89 vertical pixels if he uses the same Y axis that I'm thinking of. I tried to follow what happens after that, but I get lost in a slew of computer generated code.

Edit: Snave, why did you use a word of storage to store the graphline inputs, and then proceed to load them into single byte registers? I think that might be a HUGE problem given that the processor is little endian!

Edit2: Upon further review, it loads 89 into the correct spot. All the pushes and pops had me a little confused. I still believe the source of the error is in the storage with different data types. Let me demonstrate. Let's load HL into (x) and back into h.

Assume HL = $0015 (21 decimal for all you anti hex people)

Code:
ld (X),HL    ;X and X+1 are now = $1500  (remember, little endian)
ld h,(x)  ;I just realized this would work fine. never mind.

X:
.DW 0


Okay, I withdraw all of my complaints. I can find no error, but I do not have the strength to look through all of that for errors. Sorry, I can't be of any help. I think I'll leave the contents of my failure in this post so people can see both what moron I am, and how hard it is to understand computer generated code. Evil or Very Mad
...and why computer-generated code is so incredibly inefficient sometimes. Smile
  
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