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Galandros Regular
Joined: 24 Oct 2008 Posts: 143 Location: dead end of Europe
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Posted: Thu Jun 24, 2010 8:53 am Post subject: Extra documentation |
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I wrote a little text file with some things of SPASM that some of you may not know. It is a good supplement to the incomplete documentation.
Download the attachment.
I specially liked to do the macros techniques sections. I found most things on the Revsoft spasm forum.
You can find the normal documentation to spasm in these pages:
http://svn.revsoft.org/spasm/docs/
http://wabbit.codeplex.com/documentation
Please, leave any corrections or suggestions. I will update them until Spencer writes a complete documentation...
EDIT: update with things I forgot to write before!
EDIT2: more things after seeing SPASM source code ^^
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spasm_stuff.txt |
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3.87 KB |
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Spencer Revolution Software Staff

Joined: 17 Sep 2005 Posts: 1444 Location: Indiana
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Posted: Thu Jun 24, 2010 9:45 pm Post subject: |
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Galandros, you are awesome. I will admit I get easily distracted, since as soon as something works I just start using it!
Seek sets the program counter to a specific location. It allows you to re-order code or tables on the fly, but it can be dangerous. You would typically reserve space in the output file with .block, then .seek to each location in the table, and finally .seek to the end of the reserved space.
I'm glad you are looking at the source, you are welcome to make any improvements or changes you like. Paste the code or submit a patch and I will try it out.
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Galandros Regular
Joined: 24 Oct 2008 Posts: 143 Location: dead end of Europe
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Posted: Fri Jun 25, 2010 6:46 am Post subject: |
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| Spencer wrote: | Galandros, you are awesome. I will admit I get easily distracted, since as soon as something works I just start using it!
Seek sets the program counter to a specific location. It allows you to re-order code or tables on the fly, but it can be dangerous. You would typically reserve space in the output file with .block, then .seek to each location in the table, and finally .seek to the end of the reserved space.
I'm glad you are looking at the source, you are welcome to make any improvements or changes you like. Paste the code or submit a patch and I will try it out. |
Thanks.
I don't code C, I just can read C. (for now) Sorry.
_________________ TI Projects:
StackAttack! - port of a game... Pending
Contributing to WikiTI.
Hobbing in TI projects. |
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Madskillz Revolution Software Staff

Joined: 30 Dec 2004 Posts: 978 Location: Minnesota, USA
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Posted: Sun Jun 27, 2010 12:03 pm Post subject: |
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| Wow, there is a lot I didnt know. That is some great documentation Galandros, really helpful for sure.
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SolusIpse n00by
Joined: 03 Jun 2009 Posts: 26
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Posted: Fri Jul 02, 2010 10:12 pm Post subject: |
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probably an answer to this somewhere, but how do I include bitmaps? #include "foo.bmp"?
What should the input bmp file look like in terms of colors if I want to generate a mask? And how are the outputs formatted (ie entire row of sprite, then go down; or entire column or sprite and go left)?
And is there a way I could just echo the output to a file and edit it myself later?
Thanks!
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Spencer Revolution Software Staff

Joined: 17 Sep 2005 Posts: 1444 Location: Indiana
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Posted: Sat Jul 03, 2010 2:05 am Post subject: |
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Yes #include file.bmp is correct.
You can specify a mask color with .option bm_msk_rgb=RGB(r, g, b). The default mask is RGB(0, 255, 0). The bitmap is output left-to-right, top-to-bottom, padded to full bytes. Here are the details for bitmap options: http://docs.revsoft.org/spasmoptions.htm
What do you mean by output to a file?
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SolusIpse n00by
Joined: 03 Jun 2009 Posts: 26
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Posted: Sat Jul 03, 2010 8:29 am Post subject: |
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| Can I get sprite data (like calcgs or istudio) using a combination of these macros and echo? If so how?
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Spencer Revolution Software Staff

Joined: 17 Sep 2005 Posts: 1444 Location: Indiana
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Posted: Sun Jul 04, 2010 12:35 am Post subject: |
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| Sprite data? Like the .db statements? You shouldn't ever have to deal with that again. Just draw your bitmaps and include them into your map editor and calc program.
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SolusIpse n00by
Joined: 03 Jun 2009 Posts: 26
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Posted: Mon Jul 05, 2010 9:33 pm Post subject: |
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oh and quick reminder, what are the restrictions for apps to be compatible with Nspire's 84+ emu? I'm guessing no undocumented/unofficial instructions (sll or whatever it is). Anything else concerning ROM layout and extra RAm pages?
Edit: and is there a way to check version number of SPASM? I never know if I have the latest stable or not lol
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