Anyone with a knowledge of Z80 Assembly or Celtic, how does it read program lines that are archived, I ask for memory reasons. If it reads it directly from the archive or if it loads it into the "secret" assembly accessible ram then all is well. However if it loads it into the ram first then I might have to do more memory organization(loading programs into and out of ram) as right now im assuming it magically pulls it from the archive. If it does load it into the standard ram Ive found no hint of it. Also along this line, where is Ans stored, in the hidden ram?
I'm no expert, but i'm pretty sure it creates a copy of the asm program and puts it in the "secret" RAM.
check out my game Dot Mania
ok, very weird error that has me stumped, Celtic takes a string, turns to a list, then with a sub( in 2 for loops fills a screen with characters. However, all of a sudden its completely slow and when the program is broken, it shows my the "{1,2,3,4,5}"->L1 command, yet this is no where in the loop thats currently running when broken. Its almost as if celtic has left something in the memory that keeps running in the loop… again im completely stumped. Or somehow it doesnt fully turn the string to a list, yet L1 is fully accessible.
Odd, with this code put in
L1
Ans->L1
it works as before…some bug. I guess celtic doesnt fully translate the string or something.
you tried storing a string to a list. try:
"{1,2,3,4,5}"→Str1
expr(Str1)→L1
Huh, yeah I guess its weird that it worked at all.
what worked?
you can store strings to lists, but will give a very strange error if you ever try to access them. You can alsi input strings into reals, which is kinda weird. :P
you can store strings to lists, but will give a very strange error if you ever try to access them. You can alsi input strings into reals, which is kinda weird. :P
It's not storing a string, but attaching a formula to the list. Basically it makes the list dependent on the other list(s) which occur in the formula. For example, let's say you start with L1={1,2,3} and then "L1²"→L2. If you access L2 you get {1,4,9}. Now, set L1={2,3,4}. This makes L2={4,8,16}. List formulas are most useful for stat sprites.
The thing about storing strings into real numbers is actually just like the above but with user-defined lists. When you do "L1²"→A, you're really doing is "L1²"→∟A.
There's no way to retrieve the formula once it's been stored (and many many many have tried), so don't get any ideas of "infinite" user-defined strings :)
you could check out Self Modifying code.
wow, i actually had no idea that that worked
0.0
I learned something new today!