Yes, I will. Should be interesting
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Show posts MenuQuote from: kegwaan on January 19, 2016, 09:16:10 PM
You probably could link it to a CSE, but programming it to recognize each other and perform actions is something different. And also, what would you even do with a GBC linked to a CSE
You might also want to check out KermMartian's Gameboy camera connected to a CSE.
Quote from: JWinslow23 on December 13, 2015, 08:43:08 PMQuote from: kegwaan on December 13, 2015, 08:32:20 PMI started calculator programming in the seventh grade, you're not too young
Hello, I'm kegwaan. I'm in the eighth grade (too young?), I enjoy video games and a few TV/movie series.
Quote from: alexgt on January 02, 2016, 11:33:13 PM
Good luck but I can't really help :/ I have no experience with ASM, sorry ._.
HL is the sprite data
Somehow get A to be the sprite height and BC to be the sprite width
DE must point to the top-left pixel of where the sprite will go.
(Put the loop label here)
push bc ; Save the sprite width for later on
push de ; Save the current pixel for later on
ldir ; Does "ld (de),(hl) \ inc hl \ inc de \ dec bc" until BC=0 (so effectively it copies BC bytes from (HL) to (DE)
pop de ; Grab the far left pixel of the current row
ld bc,320
ex de,hl ; Swap HL and DE temporarily so we can add a number into DE
add hl,bc ; Add 320 to the screen pixel pointer (normally DE, but we swapped it with HL) to advance to the next row on the screen
ex de,hl ; Swap them back to normal
pop bc ; Retrieve the sprite width again
dec a
jr nz,LoopLabel
; "dec a \ jr nz" is basically DJNZ but using the A register instead of B
.nolist
#include "includes\ti84pce.inc"
.list
.org userMem-2
ProgramStart:
.db tExtTok,tAsm84CeCmp
;...
;---> 8bpp picture
ld a,lcdBpp8
ld (mpLcdCtrl),a
ld hl,christmastree_paletteStart ; palette mem
ld de,mpLcdPalette
ld bc,christmastree_paletteEnd-christmastree_paletteStart
ldir
ld hl,christmastree_sprite
call drawSprite8bpp
;...
ld a,lcdBpp16
ld (mpLcdCtrl),a
ret
#include "christmastree.bin"
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