Re: A82: 1 Problem first....
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Re: A82: 1 Problem first....
In a message dated 98-02-10 22:10:16 EST, you write:
> As you know, or don't know, I am now porting Pong 83z to the 82. I have
> it about half ported now, and it can be done by next Monday. But I only
> have 1 problem that somebody here might be able to help me with. The
> game uses
> jp P and
> jp M ;you know plus/minus jump tests
> Since I use a MAC and CAZ does not support P and M, I must find an
> alternative. What do u suggest? Will C and NC work?
> I do know of a way around this, but it will add about 100 bytes of code
> to the game, and it may slow it down a bit. So, I need an easy and fast
> way to do these tests but not use P or M.
> Example
> ld a,(variable)
> cp 4
> jp P,wherever
>
> How can I change the above?!? There are many more instances of this,
> this is just one example. Thanks for your help.
> *MATT STACK*-->Is there a way to use P and M with CAZ at all??????
> Ilya
> --
>
> Ilya -- mailto:ilyamojo@geocities.com
> TI-Philes Staff (Links and FAQ)
I used P (or was it M?) in SameGame's random routine. I'm not sure how to use
it with a cp on top, but if you did a subtraction problem (example below) it
is very useful:
loop:
sub 5
jp p, loop
which would keep looping until a is less than zero. without p, you could use
the following:
loop:
sub 5
or a
jr c, loop
which presents an intesting problem in my mind (which led to the discovery and
use of p in SameGame) would or a (or cp 0?) set the carry flag, ever? No.
The simplest solution I can see is below:
loop:
sub 5
cp 1
jr c, loop
or a
jr z, loop
which will continue the loop until a no longer is zero (or positive, for that
matter).
Another solution: get some sort of DOS emu and use TASM ;-) (no flame wars
please)
~Adamman
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