# MaxCoderz

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 Post subject: Posted: Fri 25 Nov, 2005 10:22 pm
 Calc King

Joined: Sun 26 Dec, 2004 5:27 am
Posts: 2457
Location: SXIOPO = Infinite lives for both players
Rotating sprite like that doesn't look to good. BUt I think I have a way fo a 15 byte routine, but its a real strech.

Code:
:--------------------------------------------
;Rotate tile by James Montelongo
;input:
;DE = 8x8 tile
;HL = 32 byte buffer(page aligned)
;BC = \$1F1E equals Clockwise
;     \$1716 equals Counter Clockwise
;
;Output:
;If rotated clockwise data at H*256+\$16
;If rotated  counter-clockwise data at H*256+\$0E
;
;Size: 15 Bytes

Rotate:
ld (R_inloop+1),bc
rotateloop:
ld a,(de)
inc de
ld l,c
R_inloop:
rl (hl)
rla
dec l
jr nz,R_inloop
djnz rotateloop
ret

That's just a theory, probably works.

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 Post subject: Posted: Fri 25 Nov, 2005 10:37 pm
 MCF Legend

Joined: Mon 20 Dec, 2004 8:45 am
Posts: 1601
Location: Budapest, Absurdistan
Given the right specification on DE it should work; it should point B-8 bytes before the input sprite as a first guess.

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The Independent Z80 Assembly Guide
Acelgoyobis
PindurTI

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 Post subject: Posted: Fri 25 Nov, 2005 11:43 pm
 Calc Wizard

Joined: Tue 08 Mar, 2005 1:37 am
Posts: 526
Location: who wants to know?
Code:
;Rotate tile
;
;Input:
;HL -> 8x8 tile
;If you want to rotate the tile clockwise
;DE -> tile, rotated clockwise
;If you want to rotate the tile counterclockwise
;DE -> tile, rotated counterclockwise
;
;Output:
;rotated tile at DE
;
;Size: 1 byte

Rotate: ret

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just try to be nice to people.
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 Post subject: Posted: Sat 26 Nov, 2005 4:01 am
 Calc King

Joined: Sun 26 Dec, 2004 5:27 am
Posts: 2457
Location: SXIOPO = Infinite lives for both players
tr1p1ea wrote:
Seems like this turned into a combined effort. Maybe next comp people should submit routines which will only be revealed when the comp ends?
Yeah true, it does seem like we inspired each other in some respect. You know I just noticed how much my last attempt looks like you deleted 3rd attempt. But then again i think 12 bytes would be the smallest theoretical size, so only the most basic instructions could remain.

I really think we should go for speed next based on a size limit. Because we bend the rules so much the routine almost becomes unusable(at least in a practical sense). As far as judging goes, perhaps cobb could add a tstate counter to pindur.

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 Post subject: Posted: Sat 26 Nov, 2005 4:36 am
 Calc Guru

Joined: Thu 27 Oct, 2005 8:28 pm
Posts: 962
Please don't laugh at the newbie, but the goal does not include copying the rotated sprite onto the LCD screen, rite?

I don't think I could make anything better than any of you. I don't recognize half of the commands that CoBB, tr1p1ea, and Jim e used.

Can code be explained to us after the competition is over?

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 Post subject: Posted: Sat 26 Nov, 2005 8:49 am
 MCF Legend

Joined: Mon 20 Dec, 2004 8:45 am
Posts: 1601
Location: Budapest, Absurdistan
Certainly, but why don't you grab an instruction reference and work it out yourself? It's not a long routine after all, and it would be a good exercise for you.

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The Independent Z80 Assembly Guide
Acelgoyobis
PindurTI

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 Post subject: Posted: Sun 27 Nov, 2005 10:41 am
 Maxcoderz Staff

Joined: Thu 16 Dec, 2004 10:06 pm
Posts: 4111
Location: I cant seem to get out of this cryogenic chamber!
Important areas to read up on would be shift and rotate instructions. They are important and very useful.

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"My world is Black & White. But if I blink fast enough, I see it in Grayscale."

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 Post subject: Posted: Sun 27 Nov, 2005 1:07 pm
 MCF Legend

Joined: Mon 20 Dec, 2004 8:45 am
Posts: 1601
Location: Budapest, Absurdistan

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The Independent Z80 Assembly Guide
Acelgoyobis
PindurTI

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 Post subject: Posted: Sun 27 Nov, 2005 5:46 pm
 Calc Guru

Joined: Thu 27 Oct, 2005 8:28 pm
Posts: 962
CoBB wrote:

of course I know reading is important. Almost all of the things I've learned comes from reading, not from some school teacher (english is an exception). I just didn't realize there were so many resources until after i joined the Ti community forums.

okay, I read about rra for the Ti-86, i'll just assume it's the same on Ti-83+. But how is shifting through the carry flag different from rca? was that the other one?

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 Post subject: Posted: Sun 27 Nov, 2005 6:22 pm
 Calc Wizard

Joined: Tue 08 Mar, 2005 1:37 am
Posts: 526
Location: who wants to know?
Read over http://nwps.ws/~dragonfire/Asmin28/lesson/day09.html once, to get the general idea of how shift instructions work. Then when you need them, look back over that page to figure out which instruction it is that you need.

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 Post subject: Posted: Sat 10 Dec, 2005 9:34 pm
 Calc King

Joined: Sun 27 Mar, 2005 4:06 am
Posts: 2195
Location: sleeping
I wrote one, but it was like, 80 bytes, so I don't think I will post it.

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 Post subject: Posted: Wed 14 Dec, 2005 4:26 am
 Calc King

Joined: Sat 18 Dec, 2004 6:46 am
Posts: 2932
threefingeredguy wrote:
I wrote one, but it was like, 80 bytes, so I don't think I will post it.

I think it would be benifital to us who are new to asm .

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 Post subject: Posted: Wed 14 Dec, 2005 8:47 pm
 Calc Guru

Joined: Thu 27 Oct, 2005 8:28 pm
Posts: 962
Ya, same here. I wish I could learn more ASM, but school takes up such a huge chunk of my time.

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 Post subject: Posted: Wed 14 Dec, 2005 10:28 pm
 Calc King

Joined: Sun 27 Mar, 2005 4:06 am
Posts: 2195
Location: sleeping
Lemme find it, I wrote it on a piece of paper during calculus and I'm not sure if I still have it, nor if I used the instructions correctly. Bleh, I shouldn't have said anything.

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 Post subject: Posted: Mon 09 Jan, 2006 11:13 am
 New Member

Joined: Fri 18 Feb, 2005 12:35 am
Posts: 25
Isn't this comp. passed the deadline? Someone should update the original thread with better rules or a winner.

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