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darkstone knight
Advanced Member

Joined: 07 Sep 2008 Posts: 438
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Posted: 26 May 2009 04:21:06 pm Post subject: |
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digitan for president!  |
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IAmACalculator In a state of quasi-hiatus
Know-It-All

Joined: 21 Oct 2005 Posts: 1571
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Posted: 26 May 2009 05:17:26 pm Post subject: |
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Oh man, if I were a Photoshop ninja I'd be on that comment like a five-year-old in a candy store (I have slightly more competence than that). Time to break out the 'ol Gimp skillz... |
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ztrumpet
Active Member

Joined: 06 May 2009 Posts: 555
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Posted: 26 May 2009 06:46:57 pm Post subject: |
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darkstone knight wrote: digitan for president!  |
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Eeems
Advanced Member

Joined: 25 Jan 2009 Posts: 277
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Posted: 26 May 2009 06:57:18 pm Post subject: |
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This works better! GIMP FTW!!!!!!!!!!! |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 26 May 2009 08:11:53 pm Post subject: |
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You can put the flag on top. The 'tan is nothing if not patriotic. :D
- The mapping problem was fixed. Turns out the tilemapper was just referenced to the wrong spot in RAM. Yesterday, I ran a scroll speed test. It worked but 83+'s fastcopy seems measurable slower than 82's call Cr_GrbCopy utiltity--which scrolls illegibly fast in this sort of thing.
Anyway, I promised myself I would start on the JET Fortress video as soon as the maps were working. Will hopefully have that done before next week. |
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Mapar007
Advanced Member

Joined: 04 Oct 2008 Posts: 365
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Posted: 27 May 2009 12:31:23 pm Post subject: |
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You could take the "old" fastcopy which is faster but shows mess on badly configured LCD drivers... |
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tr1p1ea
Elite

Joined: 03 Aug 2003 Posts: 870
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Posted: 28 May 2009 01:47:47 am Post subject: |
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I wonder what version of fastcopy you are using? You are using fastcopy right? (not the grBufCpy bcall?) |
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darkstone knight
Advanced Member

Joined: 07 Sep 2008 Posts: 438
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Posted: 28 May 2009 02:31:53 am Post subject: |
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this one? |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 31 May 2009 09:35:26 pm Post subject: |
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Okay, here's this week's challenge. As you've probably heard, Robot War II will be multi-page app. Based on the direction things are going, I'll need 2 pages for executable code, which means I'll have to jump from one page to the other occasionally. Does anyone know the name of the ROM call for doing that? |
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Graphmastur
Advanced Member

Joined: 25 Mar 2009 Posts: 360
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Posted: 31 May 2009 10:09:15 pm Post subject: |
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You use a jump table at the beginning of your app. You can find out more at z80-heaven.wikidot.com
Last edited by Guest on 31 May 2009 10:11:34 pm; edited 1 time in total |
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calc84maniac
Elite

Joined: 22 Jan 2007 Posts: 770
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Posted: 31 May 2009 10:23:37 pm Post subject: |
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If you're going for speed, though, OS routines aren't the way to go. |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 31 May 2009 10:34:49 pm Post subject: |
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I just looked at the 83+ SDK Guide and it's saying I can just use BCALL lable or BJUMP lable. From FloppusMaximus's post last week on ROM call times I'm guessing off-page jumps have a price measured in 100's of clock cycles. So my best bet so far is to group the codes with high-speed requirements in one app. That way I can minimize the number of off-page jumps during the main game loop.
Also in response to the other questions, I'm using the non-safe fastcopy version. But only for learning convenience. I'll switch to the safe version on a later date. |
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FloppusMaximus
Advanced Member

Joined: 22 Aug 2008 Posts: 472
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Posted: 31 May 2009 10:39:15 pm Post subject: |
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If you need the speed, switching between pages isn't the way to go, if you can avoid it! With that said, if you really wanted to, you could create a "stub" like this, for each page-1 routine that you want to be able to call from page 0:
Code: call_someRoutine:
push af
in a,(6)
dec a
out (6),a
pop af
call someRoutine
push af
in a,(6)
inc a
out (6),a
pop af
ret
Of course, this code must be placed at the exact same address on both page 0 and page 1. And of course, there are ways to make it more compact, and depending on the circumstances, there may be ways to make it even faster.
When it comes to compactness, though, B_CALLs are hard to beat.
Edit: Yeah, what you said. 
Last edited by Guest on 31 May 2009 10:41:10 pm; edited 1 time in total |
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Mapar007
Advanced Member

Joined: 04 Oct 2008 Posts: 365
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Posted: 01 Jun 2009 02:12:45 pm Post subject: |
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a, I was going to post about the same...  |
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tr1p1ea
Elite

Joined: 03 Aug 2003 Posts: 870
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Posted: 02 Jun 2009 01:16:33 am Post subject: |
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You can also just chuck it into a saferam area. |
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Galandros
Active Member

Joined: 29 Aug 2008 Posts: 565
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Posted: 02 Jun 2009 08:44:46 am Post subject: |
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As we are in one off suggesting:
don't forget the jp (hl)
Code: #define RWcall(label) ld hl,label call call_someRoutine
RWccall:
call_someRoutine:
push af
in a,(6)
dec a
out (6),a
pop af
call jumping
push af
in a,(6)
inc a
out (6),a
pop af
ret
jumping:
jp (hl)
Putting this into saferam would be great.
Last edited by Guest on 02 Jun 2009 08:46:02 am; edited 1 time in total |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 20 Jun 2009 01:17:30 pm Post subject: |
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Looks like I have enough info to go on. This weekend, I'll start the 82-83+ code merger. There are 25 inter-connected source files that need to be updated so it could take a while before it will assemble again. The flash edition placed a lot of codes and buffers in saferams whereas the 82 version was mostly self-contained. So it could take a while to sort out all the memory bookkeeping.
Last edited by Guest on 20 Jun 2009 01:34:46 pm; edited 1 time in total |
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Mapar007
Advanced Member

Joined: 04 Oct 2008 Posts: 365
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Posted: 25 Jun 2009 01:54:38 am Post subject: |
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#define is your friend  |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 25 Jun 2009 08:24:25 am Post subject: |
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So far, the RWcall is working. I put it the TempSwapArea area along with a smaller version that only handles sprite draws. Right now, the game can use code and graphics with impunity...versus the bcalls which would've seriously slowed things down.
Still haven't actually started merging the codes yet. (Wanted to see that RWcalls were working first).
After adding to the character bios, I decided to definitely port over the original RW1. The story (which was pretty sparce on TI82 due to space limits) is being retconned a bit to focus on the role of the Atlas Institute, the villian's rise to power, and Edgar's rivalry with Reed. All the original characters are in RW2 also, and there's a sprite sheet at Maxcoderz of the characters so far.
Last edited by Guest on 25 Jun 2009 08:25:53 am; edited 1 time in total |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 03 Jul 2009 11:05:13 pm Post subject: |
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Things ported this week:
- Physics (ok) / collisions (untested)
- All maps and sprites (all ok)
- Object create/ object locate / object explosion / object remove (all ok)
- AI (buggy)
- Key checks (buggy)
- Pause/Menus (unstable)
- Text routines (unstable)
Things to work on:
- Debug object manager
- Debug key checks
- Add text support
Right now the TI-83+ version is able to load maps, put unlimited *basic* enemies on-screen and run without crashing for the most part. The only bad part is it can't display Edgar yet because of differences in how this version stores object data. And anything involving text is 100% FUBAR until those codes are ported to recognize outside flash pages. Things for both versions will need to be restructured before that will work.
Last edited by Guest on 03 Jul 2009 11:07:21 pm; edited 1 time in total |
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