Calculator errors
#1
Posted 13 May 2003 - 11:27 AM
Locate 1,1,"End"
...it is done and you just have to press EXE to restart, right? For some reason, sometimes when I do programming, it ends in Syn Error... and it randomly appears, depending on what you have in the program. And no! It's not one of those 'I forgot the IfEnd' things because it actually displays everything before it.
Ever since that hacking craze a few years ago, my calculator has been having a few weird errors like this one. Every time I receive a file, it says 'Receive Error', even when it's OK.
If you're wondering why I asked about the first question, I'm updating the original classic, 'Indy 2000' so it's less that 500 bytes, super-fast, harder, with a fresher look and less variables!
=== EDIT ===
I found where the problem is caused but don't know why. If you start a new game, it works, but if you load a game first, it doesn't. The only difference is the new game goes through the code (not using Grph Mode):
1->Y
0->Z
{Y,Z}->List 1
and the old game goes through an extra Goto 2.
The final code is:
Locate 13,7,10W+Z
Also, some cool advice to programmers. The command X=Y=Z or with <,>... etc. can be used effectively because if X=Y, this term equals 1 and if not, it equals 0 and Z can be anything you want, so it may prove useful!!! (Use it in If, =>... etc.)
#2
Posted 13 May 2003 - 02:10 PM
But it's really weird (there are more weird bugs in casio basic )
#3
Posted 13 May 2003 - 03:01 PM
is cause by an immediately turning of voltage from high to low or sth. like that.
more expensive cables compensate this. But with the files received should be
everything ok.
#4
Posted 13 May 2003 - 07:30 PM
I was able to cause a glitch that printed out the command Neg in one of my progs, I cant find this command in any of the menus but it works the same as -, ex: -1 = Neg 1. What the heck is this here for and why cant we normally access it? also are there other things like this?
#5
Posted 13 May 2003 - 07:43 PM
You can make base programs, by selecting BASE instead of RUN when creating the file
Neg performs a 2's complement negation of the number
-- EDIT --
Binary manipuations available on the calc (go into SETUP and select a base instead of COMP)
and: true if both are true
or: true if one or both are true
xor (exclusive or): true if one, but not both are true
xnor: true if both or none are true
neg: 2's complement negation
not: true if false
you also have base conversion for input and display
#6
Posted 13 May 2003 - 08:14 PM
#7
Posted 14 May 2003 - 07:53 AM
Does the command, Do work EXCATLY the same speed anywhere in a program?
Actually, if you want, I think it would be great if we create some sort of speed chart so programmers know when to use what commands. I want to find a way of calculating the speed of certain commands with different program sizes and locatings, finding minor differences like F-Line faster than PxlOn... etc.
And maybe we can create a section like the one on cables, except with advanced programming tips. Talking of cables, mine is NOT cheap! It is official!!! Sorry, it doesn't bother me anyway.
#8
Posted 16 May 2003 - 01:29 PM
There's only 1 reason why A3 Racer is faster than the rest!!!
It uses "" instead of " ". For some apparent reason, in CFX "" can be used within loops. I don't know why, because it doesn't work by itself. Now Indy 2000 is ultra-fast!
I am currently testing commands for speed. Right now all I can gather is if you are using If and Else commands, it is faster to go through the If rather than the Else!
#9 Guest_Bytefish Productions_*
Posted 16 May 2003 - 01:35 PM
#10
Posted 16 May 2003 - 01:48 PM
Now the second, I can?t explain, I have the original Casio SW-87 w cable and this receive error message sometimes appear?..
#11
Posted 16 May 2003 - 07:15 PM
no, the colser to the top of the program any statement is the faster it will execute. this is why I highly recomend creating several programs to make a single game or at least put your main loop at the top (this is also slower but not as much). check out my TET game, a few testers have asked me to slow it down because it is too fast!Does the command, Do work EXCATLY the same speed anywhere in a program?
#12
Posted 17 May 2003 - 04:13 AM
1. The bigger a program is, the longer EVERY loop command takes.
2. By order of speed, For commands are the fastest, followed by If, Do and worst of all While. Use For in progressive and racing games. DON'T SHOW TIME IN YOUR GAMES!!! IT IS TOO SLOW!!!
3. Although suggested in CasioCorner, if you have TWO or more commands for the same statement, use If because it saves memory and speed!
4. Use the ESYM (k, p, M) prefixes when dealing with large and small numbers (e.g. 1k instead of 1000)
I have finished Indy 2000 (454 bytes!!!) but I have to connect a different computer to the internet because of communication problems. Simprobe, A4 racer is a possibility, lots of space seems to be wasted in A3... By the way, people may complain my game is too fast, what TET game though... let me guess... on AFX?
#13
Posted 17 May 2003 - 08:13 PM
#14 Guest_Bytefish Productions_*
Posted 17 May 2003 - 10:45 PM
but he wont upload it.
#15
Posted 18 May 2003 - 05:21 AM
http://www34.brinkst...gonix/index.htm
I will DEFINITELY create a proper website soon with much better files (called 'The Dragon's Lair').
==== EDIT ====
CrimsonCasio, I tested TET on CFX. It works fine and is quite fast. Not too fast though... I can't see any CFX user wanting to make it slower. All AFX owners, answer this question. Is AFX's graph mode ultra-fast? I keep seeing you with great graphic games like Bomberman, The Race and SpaceArena... Do they work as fast as a game-boy and have great graphics because if they do... oh how I envy you...
Don't worry CFX users, I will release SPRITE soon. I have never seen a game where several characters can battle in an arena (e.g. like all the Rare games on Nintendo 64) so I decided to make this game of gigantic possibilities (and unfortunately, gigantic time to make it). I'm trying to create classic environment graphics (like the brick wall).
#16
Posted 18 May 2003 - 09:55 AM
... but not if you program in basic :-)
The programs you mentioned are all written in Assembley or C (don't know)
And these languages would also run fast on a CFX if you could upload such executables
(noone can except martin :-) )
#17
Posted 18 May 2003 - 12:16 PM
#18
Posted 18 May 2003 - 12:46 PM
He hacked and mapped the cfx ROM, and altered it so he could run binary executables on it.
#19
Posted 18 May 2003 - 06:05 PM
lolThe God of CFX hacking maybe
He hacked and mapped the cfx ROM, and altered it so he could run binary executables on it.
yeah, he did some great stuff but unfortunately he stopped hacking th CFX
#20
Posted 18 May 2003 - 06:14 PM
Another good thing about the AFX graph mode is that if you set a picture as the background it does not flicker when you do a cls.
#21
Posted 18 May 2003 - 07:21 PM
#22
Posted 18 May 2003 - 09:14 PM
#23
Posted 20 May 2003 - 09:38 AM
I prefer to stuff backgrounds, no-one appreciates them. I do however like tiled graphics. Nintendo graphics are the cleanest and clearest in the world.
There are tons of little things on CFX that work together to ensure you go through hell to make programs... can't plot on the first pixel, weird bugs, no programming tools, can't Locate on the last line, commands that are required and slow/fill your program like mad... the list goes on...
#24
Posted 31 May 2003 - 12:25 PM
#25
Posted 31 May 2003 - 07:28 PM
I would definitly have to say those speed thoughts strongly depend on the commands within the loops. For loops are very fast for certain applications, but for example, I have several programs that wait for a button press from a user that use the Do... LpWhile2. By order of speed, For commands are the fastest, followed by If, Do and worst of all While. Use For in progressive and racing games. DON'T SHOW TIME IN YOUR GAMES!!! IT IS TOO SLOW!!!
EXAMPLE: To detect a number being pressed I use the commands
10->X
Do
Getkey=##=>#->X
Getkey=##=>#->X
....
....
LpWhile X=10
You get the idea. If... Then loops would take up LOTS more space and are slower because of it, and I don't have much of a way to use the For ... Next loops unless I was timing how quickly a button could be pressed for a game or something.
#26
Posted 31 May 2003 - 09:33 PM
Lbl 1 Do Getkey->G lpwhile G=0 G=##=>1->X ... ... goto 1
#27
Posted 31 May 2003 - 10:56 PM
#28
Posted 01 June 2003 - 12:48 PM
Do Getkey->G lpwhile (G=31)+(G=32)+(G=79)=0 ;And then handle the value of G(=~29bytes)
This will only attend the keys specifyed
Edited by huhn_m, 01 June 2003 - 03:58 PM.
#29
Posted 01 June 2003 - 01:49 PM
Lbl 1 Do Getkey->G lpwhile G=0 0->X G=##=>1->X ... ... X=0=>goto 1 ...
this will reapeat untill X is a value other than 0 (an accepted key has been pressed). Then the rest of the code executes, and its very fast.
#30
Posted 01 June 2003 - 03:56 PM
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