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: