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Found 8 results

  1. I need to add two 16-bit integers (let's call them A and B; A is signed, B isn't) and get the result, less 1. Sure I can do a 16-bit decrement on the result of the addition, but 16-bit DECs require a branch instruction (for MSB roll-over) and I'm trying to save cycles. I considered using a 256 byte look up table of the index value less 1, but this comes unstuck when then LSB is zero, since element 0 is $FF: ldx a lda Less1Tab,x clc adc b sta c lda a+1 adc b+1 sta c+1 rts Less1Tab .byte $FF ?Value = $0 .rept 255 .byte ?Value ?Value = ?Value+1 .endr Making the first element of the LUT $FF seemed like a great idea until I realized it sets the carry flag when subtracting 1 from 0, messing up the MSB. Any more complex and it'll be easier to DEC the result. Any ingenious ideas?
  2. I know this is very elementary, but I have a couple simple questions for you guys. LOOP BLWP @VSBW INC R0 DEC R2 JNE LOOP How does JNE know to look at R2 here... is it the fact that R2 was the last register referred to in the source? For instance, if the code was written: DEC R2 INC R0 JNE LOOP Then would JNE look at R0? I don't have any reference material on me right now, and my slow-ass tethered internet is not allowing me to DL anything to help me out. Sorry. =) **I have a couple more questions as well, but I'm going to read through the assembly threads on here before I start asking questions which have already been answered. This forum is amazing for knowledge. =)
  3. Hey everybody, I apologize if anyone has asked these question before -- I tried searching with limited success. I am working on writing a roguelike for the INTV, now using IntyBASIC ideally to be part of the contest. The problem is that the program I want to write, including its art assets, is kind of huge and unwieldy and I have genuine worries that I'm not going to be able to cram everything I'd like into the address space. The IntyBASIC manual has this to say about the subject: The memory_map.txt file in the SDK, however, has what appears to be a much larger selection of addresses: So, the questions I have: Does IntyBASIC attach to the areas listed in the memory map but not listed in its documentation ($4000-$4FFF, $7000-$7FFF, $8040-$9FFF) in order to store variables? What about its prologue/epilogue routines? Clearly those routines have to go somewhere, but I'm a little confused about what determines where they show up. The prologue looks like it starts at $5000 and it looks like the epilogue is using some of the address space in the $4000 block to store some routines, but is there any extra space that can be squeezed out of these areas? There is no ORG directive at the beginning of the epilogue. Do those routines just go wherever the compiler's location counter happens to be pointing when it goes to include this? Will I need to worry about the epilogue writing itself to bizarre or inappropriate places if my code stops near one of the memory boundaries, or will the BASIC compiler make sure that doesn't happen? Where is the entry point for IntyBASIC programs? I'd like to make a custom title screen if possible. If I start my program with ASM ORG $7000, will it begin execution there and bypass the EXEC? (Does IntyBASIC need the EXEC?) I noticed that there's some code at $4800 in the epilogue pertaining to the Intellivoice, but it looks like it may not be present if the Intellivoice isn't used. (I realize half the reason for using BASIC instead of assembly language is to not have to worry about fiddly details like this, but I want to make good, appropriate decisions about how to organize my program and figure out what all I will be able to include as far as assets go before I begin any major coding.) Thanks a bunch!
  4. Folks: Hi ho, Apple users. I have a few Apple programming guidebooks which I am putting up on Ebay. Some are already up, some more are going up today/this week. I play around with TI and Commodore, but not Apple, so I don't have a whole lot of use for them, though they are great books. Putting most of them up for around $10. Not really trying to make bank on these, just picking up a little cash for a few toys Santa seemingly forgot to bring. ^_^ I also have a random Tandy 1400HD power supply and a Vtech LCD Talking Baseball game up. Tandy PS is tested and working, but having no Tandy 1400HD, etc etc. Talking Baseball is ubercheese but the voice cracks me up. Auctions: Beginners guide to Apple II assembly language eBay Auction -- Item Number: 201013141026 Nibble Expresses -collected snippets and code for Apple from Nibble Magazine, 150-200 pages each eBay Auction -- Item Number: 201013138578 eBay Auction -- Item Number: 201013136901 eBay Auction -- Item Number: 201013074044 eBay Auction -- Item Number: 201013308513 eBay Auction -- Item Number: 201013307938 More Apple Secrets from nibble eBay Auction -- Item Number: 201013311895 (Edit - More added) Applesoft BASIC Toolbox eBay Auction -- Item Number: 201013314361 Basic Apple BASIC (Integer & Applesoft FP) eBay Auction -- Item Number: 201013312998 I'll be adding a few more books to the above in the near future. Tandy 1400HD power supply eBay Auction -- Item Number: 201006101600 Vtech talking baseball eBay Auction -- Item Number: 201011770776
  5. Hi guys, New to the site but, a longtime vcs fanatic. I also play OSU! on my spare time as i love elite beat agents. I was wondering how difficult it would be to create a simple port of Osu!. Here is a small video of it in action. I have been reading andrews assembly language tutorials and know some assembly language. I also own a an Atari 2600 and Harmonary cart. From read the technical specs, it looks like i will have to simplify it quite a bit. Can someone please tell me the feasibility of this? Any assistance in this matter would be greatly appreciated. Sincerely, Vcsu!
  6. Here's a funny little perl script I made that tries to find the offset in the OS ROM of all values between 0-FFFF, generating the required equates. It expects that a binary file with the TI-99/4A OS ROM (not GROM!) is available in the current directory. NOTE: Due to lincense issues, I can't share the TI-99/4A ROM image. However if you are using MESS for emulating the TI-99/4A you already have it. Click on the spoiler button for viewing the source code. EDIT: Somehow the formatting gets screwed when copying it into atariage, stange. Oh well, you get the idea. I tried it using activestate perl on windows, but suppose it should run the same with plain vanilla perl on linux. So what is this good for? It can save you a few data statements in your assembly language program, if the value you want to access is already present in the OS ROM. Also due to the fact that the OS ROM is 16bit, there is no speed penalty. The main reason for me implementing this is to make the spectra2 library a bit smaller by removing unnecessary data statements, squeezing the most out of the 8K cartridge ROM space. The below equates files were produced by the script. The first one is the hex version and the second one is the decimal version. In the value range 0-FFFF, 1632 mathing values were found. Not bad considering this is only a 8K ROM. tiromequh.asm tiromequd.asm Note that the Asm994a assembler chokes with a "Out of symbol table space" when both files are included, but works fine if only using one of both. As far as I know all TI-99/4A revisions used the same OS ROM, this was already discussed here on Atariage about a year ago.
  7. I could probably work this out with enough time, but I guess that enough of you clever people know how to do something like this.... I have an integer stored as a byte which can be a value of between 0 and 99 inclusive. I then want to create a filename, so I need this number as text. If the integer is between 0 and 9 inclusive, I would like to print it as "07" (i.e. a zero at the start). If the integer is greater than 9 and will always be less than 100, I just want the number as the 1st 2 bytes of the filename. I want some compact code to do this, could I use CIOV somehow? Or can I do better with your code?
  8. I rolled up a quick-n-dirty simple retro birthday card for a friend. (No music. Maybe for next year's card.) (And, No, FillInTheBlank is not their actual name. ) Assembly code. Redefined character sets do the animated flames. Display kernel updating colors on every scan line. lots of laziness in evidence. Too lazy to actually do a VBI or DLI. Assembly code is here if anyone is interested: https://github.com/kenjennings/WIP-HBFITB Video is on youTube: https://youtu.be/WLELDFDT3uM
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