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xLIB v0.6b Testing

Posted: Sat 19 Nov, 2005 9:42 pm
by tr1p1ea
xLIB v0.6b is now ready for testing. I would really appreciate some people to seriously go through and test all the functions to make sure that they work as they should.

I dont want anyone to start making any big projects with this version until it can be sure that there arent any serious bugs. I added a lot of potentially dangerous stuff that really does need to be verified before lots of people start using it.

If anyone is interested in helping out please state so in this thread. I will also need your email or something so that i can send a copy to you.

BEFORE TESTING PLEASE BACK UP YOUR CALC!

This thread will also be dedicated to the testing of v0.6b.

Posted: Sat 19 Nov, 2005 10:34 pm
by kalan_vod
kalan_vod@lycos.com
I'm ready for it :P.

Posted: Sat 19 Nov, 2005 10:59 pm
by necro
I would be willing to give it a good testing:
benson12073@aol.com

Posted: Sun 20 Nov, 2005 12:09 am
by dysfunction
Heh, you know I wanna test.
mightyg16@yahoo.com

Posted: Sun 20 Nov, 2005 12:26 am
by tr1p1ea
kalan_vod and necro i sent you a version that had a few problems. Ill resend you a fixed version.

Ill send to you too dysfunction :).

Bugs fixed were:

Some minor quirks with the line and rectangle routine
Deleting single program error

Posted: Sun 20 Nov, 2005 12:38 am
by kalan_vod
Ok just a heads up, when you use the ti pic 10 pic0 you have to use 10 in the pic. option.

Posted: Sun 20 Nov, 2005 12:54 am
by d4vz
I'll test.

Posted: Sun 20 Nov, 2005 2:09 am
by necro
--bug?--
Not sure if it is an error, but pic recal seems to not work if it is archived (as in no effect)

***BUG***

Code: Select all

While 1
real(8
Ans->A
If A=/=0
Disp A
End
I always get zero

Posted: Sun 20 Nov, 2005 3:16 am
by merthsoft
Works fine for me.

Posted: Sun 20 Nov, 2005 3:49 am
by necro
still keeps doing it...maybe there is a flag some where that is giving it problems

Posted: Sun 20 Nov, 2005 4:22 am
by dysfunction
I may have found another one. The tilemap function doesn't seem to read pic data from Pic0. The getley function seems to work fine however.

EDIT: Nevernind, I realized the tilemap routine uses 10 instead of 0 as well.

I do have one small problem with the key detection however, its not very responsive unless you hold down a key.

Posted: Sun 20 Nov, 2005 4:51 am
by kalan_vod
kalan_vod wrote:Ok just a heads up, when you use the ti pic 10 pic0 you have to use 10 in the pic. option.
You might want to read the other posts :lol: . j/k

Posted: Sun 20 Nov, 2005 5:51 am
by dysfunction
Found a neat trick: if you want to scroll a pic wider than the screen, simply enter a number larger than twelve for the sprite width. For instance, to scroll a pic 128x64 pixels, just use 24 instead of 12 for the sprite width. Don't try this to scroll taller pics, however- if you try to scroll a pic with height greater than 64 it will clear your RAM.

Posted: Sun 20 Nov, 2005 12:05 pm
by tr1p1ea
PIC0 is a funny one. TI in all their wisdom equate 0 to PIC1 and 9 to PIC0 which is friggin stupid.

Ill force the sprite routine to not accept sprites with a height > 64.

necro, that code works fine for me? Also i havent ever had trouble with recalling archived PIC's ... you are setting the LCD Update to 1?

I modified the ClearScreen function so that you can ask whether or not to update the LCD. This reduces flicker a lot.

Ill also add text-inverse stuff quickly.

I also think i might modify the GetKey routine so that you can ask whether to force it to wait for a keypress or not.

Posted: Sun 20 Nov, 2005 3:58 pm
by dysfunction
You're the man! 8)

xLib is now at the point where it is no longer simply a powerful library. It is THE Basic API.

Question: what do you mean by modifying the getkey routine? Will it be more responsive to single keypresses?