Re: A83: ASM Help


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Re: A83: ASM Help



here try it

Joe Wingbermuehle wrote:

> Try this, I couldn't try it because I don't have your inc file and I'm too
> lazy to make one that will work. hehe
>
> Joe Wingbermuehle
> http://www.usmo.com/~joewing/
>
> -----Original Message-----
> From: Gary Hanson <ghanson@bellsouth.net>
> To: assembly-83@lists.ticalc.org <assembly-83@lists.ticalc.org>
> Date: Wednesday, October 28, 1998 9:33 PM
> Subject: Re: A83: ASM Help
>
> >here is code help
> >
> >
> >Joe Wingbermuehle wrote:
> >
> >> call graphcopy_v or something like that is somewhere in your code. Put it
> >> after you redraw the sprite only, not with the routine or after every
> time
> >> you call the routine. You should have it only once in the main loop
> >> actually.
> >>
> >> Joe Wingbermuehle
> >> http://www.usmo.com/~joewing/
> >>
> >> -----Original Message-----
> >> From: Gary Hanson <ghanson@bellsouth.net>
> >> To: assembly-83@lists.ticalc.org <assembly-83@lists.ticalc.org>
> >> Date: Wednesday, October 28, 1998 9:16 PM
> >> Subject: Re: A83: ASM Help
> >>
> >> >
> >> >i just use movax's sprite routine so i don't know what u r talkin bout
> >> >
> >> >Joe Wingbermuehle wrote:
> >> >
> >> >> Don't call the buffer copy routine so often, or use a faster buffer
> copy
> >> >> routine. Never call a buffer copy routine when you're sprite is off!
> >> That's
> >> >> probably what you're doing.... You won't see flicker if you don't copy
> >> the
> >> >> buffer when the sprite is off.
> >> >>
> >> >> Joe Wingbermuehle
> >> >> http://www.usmo.com/~joewing/
> >> >>
> >> >> -----Original Message-----
> >> >> From: Gary Hanson <ghanson@bellsouth.net>
> >> >> To: assembly-83@lists.ticalc.org <assembly-83@lists.ticalc.org>
> >> >> Date: Wednesday, October 28, 1998 9:06 PM
> >> >> Subject: Re: A83: ASM Help
> >> >>
> >> >> >
> >> >> >well i know it doesn't flicker when i mover it slow but what if my
> >> program
> >> >> >depends on a sprite running around all the time??
> >> >> >
> >> >> >David Phillips wrote:
> >> >> >
> >> >> >> Flicker is caused by two things:  slow erase/move/draw cycle and
> the
> >> slow
> >> >> >> lcd refresh rate.  There is nothing you can do about the lcd being
> >> slow,
> >> >> >> besides not trying to move graphics too fast.  The other thing that
> >> >> causes
> >> >> >> flicker is waiting too long after you erase the sprite to redraw
> it.
> >> The
> >> >> >> basic setup for sprites is to erase them, compute their new
> positions,
> >> >> then
> >> >> >> redraw all of them.  If too much time passes after they are erased
> >> before
> >> >> >> they are redrawn, the user will perceive that as flicker.
> >> >> >>
> >> >> >> However, because the 83 uses a display controller and not a memory
> >> mapped
> >> >> >> display, there should not be any flicker caused by this, because it
> >> >> should
> >> >> >> only be dumped to the display controller after the sprites have
> been
> >> >> >> completely erased and redrawn.  You are probably just moving a
> sprite
> >> too
> >> >> >> fast, as usually happens on your first sprite program where all you
> do
> >> is
> >> >> >> move a sprite around the screen.  Waiting longer in between frames
> >> should
> >> >> >> solve your problem.
> >> >> >>
> >> >> >> -----Original Message-----
> >> >> >> From: Gary Hanson <ghanson@bellsouth.net>
> >> >> >> To: assembly-83@lists.ticalc.org <assembly-83@lists.ticalc.org>
> >> >> >> Date: Wednesday, October 28, 1998 8:45 PM
> >> >> >> Subject: Re: A83: ASM Help
> >> >> >>
> >> >> >> >
> >> >> >> >no im talkin about when its moving across the screen and it still
> >> blinks
> >> >> >> even when i
> >> >> >> >make it move 2 pixels at a time
> >> >> >> >Olle Hedman wrote:
> >> >> >> >
> >> >> >> >> The reson why it blinks when you hold down a key is not the
> >> >> >> spriteroutine.. its
> >> >> >> >> in your codeing..  I assume now that you mean it is blinking
> when
> >> you
> >> >> >> hold down
> >> >> >> >> a key, and the sprite isnt moving.. (like its at the edge of the
> >> >> screen
> >> >> >> >> or such..) the way to solve this is to never erase a sprite
> unless
> >> you
> >> >> >> are going
> >> >> >> >> to move it.. i you do..  it will flicker.. I mean..  when its at
> >> the
> >> >> >> edge, not
> >> >> >> >> only skip the changeing of spriteposition.. also skip the
> updating
> >> of
> >> >> the
> >> >> >> >> sprite..
> >> >> >> >>
> >> >> >> >> /Olle Hedman - alh
> >> >> >> >>
> >> >> >> >> Gary Hanson wrote:
> >> >> >> >> >
> >> >> >> >> > i already know some basic Assembly for the ti-83 from a help
> file
> >> i
> >> >> >> >> > downloaded but i wanna find out about better stuff like stuff
> >> used
> >> >> to
> >> >> >> >> > program pacman for sos and how to set it up to make levels
> with
> >> >> numbers
> >> >> >> >> > and stuff where can i find out about this plz help i am stuck
> on
> >> a
> >> >> game
> >> >> >> >> >
> >> >> >> >> > also does anyone have a sprite routine that doesn't blink when
> u
> >> >> hold
> >> >> >> >> > down a key (movax's)
> >> >> >> >> > help!
> >> >> >> >> > felix
> >> >> >> >
> >> >> >> >
> >> >> >
> >> >> >
> >> >> >
> >> >
> >> >
> >> >
> >
> >
> >
>
>   ------------------------------------------------------------------------
>
>                   Name: bomb.z80
>    bomb.z80       Type: unspecified type (application/octet-stream)
>               Encoding: quoted-printable


;-=-=-=-=-=-=-=-=-=-=-=-=
;FeLiX's Include File
;-=-=-=-=-=-=-=-=-=-=-=-=

#define equ .equ
#define EQU .equ
#define end .end

#include "ti83asm.inc"
.org     9327h


;----= Shell Description =----
  nop
  jr      ProgStart
 .dw     $0000
 .dw     GameName
;-----------------------------

TEXT_MEM = $8265
TEXT_MEM2 = $8500
GRAPH_MEM = $8e29
APD_BUF = $8265

gbuf = GRAPH_MEM

_clrLCD = _clrLCDFull
_curCol = curcol
_curRow = currow
_penCol = pencol
_penRow = penrow

CP_HL_DE:		;By Matt Shepcar
  push hl
  or a
  sbc hl,de
  pop hl
  ret

GET_KEY  = $4014
;---------------
K_NONE   = $00
K_DOWN   = $01
K_LEFT   = $02
K_RIGHT  = $03
K_UP     = $04
K_ENTER  = $09
K_PLUS   = $0A
K_MINUS  = $0B
K_TIMES  = $0C
K_DIV    = $0D
K_CARROT = $0E
K_CLEAR  = $0F
K_NEG    = $11
K_3      = $12
K_6      = $13
K_9      = $14
K_PARENR = $15
K_TAN    = $16
K_VARS   = $17
K_PERIOD = $19
K_2      = $1A
K_5      = $1B
K_8      = $1C
K_PARENL = $1D
K_COS    = $1E
K_PRGM   = $1F
K_STAT   = $20
K_0      = $21
K_1      = $22
K_4      = $23
K_7      = $24
K_COMMA  = $25
K_SIN    = $26
K_MATRIX = $27
K_XTO    = $28
K_ON     = $29
K_STO    = $2A
K_LN     = $2B
K_LOG    = $2C
K_SQR    = $2D
K_INVE   = $2E
K_MATH   = $2F
K_ALPHA  = $30
K_GRAPH  = $31
K_TRACE  = $32
K_ZOOM   = $33
K_WINDOW = $34
K_YEDIT  = $35
K_2ND    = $36
K_SECOND = $36
K_MODE   = $37
K_DEL    = $38
;---------------
G_NONE   = $00
G_DOWN   = $01
G_LEFT   = $02
G_RIGHT  = $03
G_UP     = $04
G_ENTER  = $09
G_PLUS   = $0A
G_MINUS  = $0B
G_TIMES  = $0C
G_DIV    = $0D
G_CARROT = $0E
G_CLEAR  = $0F
G_NEG    = $11
G_3      = $12
G_6      = $13
G_9      = $14
G_PARENR = $15
G_TAN    = $16
G_VARS   = $17
G_PERIOD = $19
G_2      = $1A
G_5      = $1B
G_8      = $1C
G_PARENL = $1D
G_COS    = $1E
G_PRGM   = $1F
G_STAT   = $20
G_0      = $21
G_1      = $22
G_4      = $23
G_7      = $24
G_COMMA  = $25
G_SIN    = $26
G_MATRIX = $27
G_XTO    = $28
G_ON     = $29
G_STO    = $2A
G_LN     = $2B
G_LOG    = $2C
G_SQR    = $2D
G_INVE   = $2E
G_MATH   = $2F
G_ALPHA  = $30
G_GRAPH  = $31
G_TRACE  = $32
G_ZOOM   = $33
G_WINDOW = $34
G_YEDIT  = $35
G_2ND    = $36
G_SECOND = $36
G_MODE   = $37
G_DEL    = $38


DISP_DELAY:
  jp _lcd_busy

.end
END

References: