A more stationary version - gameplay will be more like this with the cube in a fixed orientation...
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#if FPINT
typedef int fpint;
#define Q 8
#define FIXED_ONE (1 << Q)
#define FLOAT_TO_FIXED(x) ((int)((x) * FIXED_ONE))
#define FIXED_TO_FLOAT(x) ((float)(x) / FIXED_ONE)
#define FPINT_ADD(a, b) ((a) + (b))
#define FPINT_SUB(a, b) ((a) - (b))
#define FPINT_MUL(a, b) ((int)(((long long)(a) * (b)) >> Q))
//DOESNOTWORK #define FPINT_DIV(a, b) ((int)((((long long)(a)) << Q) / (b)))
#else
typedef float fpint;
#define FLOAT_TO_FIXED(x) ((x))
#define FPINT_ADD(a, b) ((a) + (b))
#define FPINT_SUB(a, b) ((a) - (b))
#define FPINT_MUL(a, b) ((a) * (b))
//#define FPINT_DIV(a, b) ((a) / (b))
#endif
#define N(a) FLOAT_TO_FIXED(a)
float x = a * b;
fpint x = FPINT_MUL(a, b);
Quote from: DirtyHairy on 30 Jul 2024, 07:53 AMThere still is a bit of cleanup to do, but it is working on my "ELF" Stella branch now.
@Andrew, it seems that you are dereferencing an array that points to zero somewhere (reading 8bit elements from there). That's where the vector table dwells on a real Cortex. I've added a temporary hack to stub those as zero (which probably should become a dev vs. player setting like other "strictness" settings), but you might want to to fix this![]()