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finger563

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Everything posted by finger563

  1. I realize I'm the only one here for a little while, but I'll put this here now instead of creating an issue on the repo. I think the way the emulator/parser handles the GLOBAL_* variables has a small bug. Currently you can load these values into registers (e.g. movi r1,GLOBAL_MAINTHROTTLE), but you are unable to use the values in the registers (which should act like pointers to those memory locations) in either the read or write commands, e.g. movi r1,GLOBAL_MAINTHROTTLE -> rd r2,r0,r1 produces the following error: Could not parse: r1 in: r1. Too large or unrecognised [sic] label If no one responds soon for this I'll take a crack at implementing this bugfix and the previous feature request (negative integer handling with the instructions). Cheers! EDIT: I realize now that I can get around the variable read/write access by changing the operations to movi r1,GLOBAL_MAINTHROTTLE rd r2,r1,0 This works as far as I can tell, just fyi. However, I am going through the repo to add in the signed arithmetic instructions and display capability.
  2. Hey, quick question: Can you make the emulator recognize signed-ness? Some of the global variables (such as pitch, etc.) take negative values. They work fine when you want to send the negative value to them, but the arithmetic breaks down and they are not recognized as negative numbers. I.e. If I want to print the value, I want it to show the negative value. My sprintf function performs the arithmetic checks but cannot determine the signed-ness of the function (using less than operators) and I cannot multiply by negative 1.
  3. One thing I think is crucial to incorporate into this mod is more precise control over the crafts. I know that variable throttle (i.e. controlling different engines or engine groups with different control inputs/throttle levels) is possible for the craft, since this mod http://forum.kerbalspaceprogram.com/showthread.php/38069-WIP-Plugin-Davon-TC-systems-mod does that. I'm going to try to figure out how they perform that wizardry, and see if I can incorporate it into ProgCom. If I have luck, I'll post here and see about getting a pull and merging it into the main branch. The next fine control I'd like to see (which may not be possible, but should be based on what I've used in FAR) is individual control of control surfaces. I'd like to have the option to control my craft's heading by manipulating control surfaces myself instead of just setting the heading. Given that FAR allows you to set different control surfaces to respond to different control inputs (pitch,roll,yaw,brake), I'm fairly certain this is possible. If anyone else is interested in this kind of addition to ProgCom let me know!
  4. Also, any idea when the serial ports might work? I'm very interested in using them to allow an external program to communicate (get telemetry data, activate thrusters, control attitude, etc.) I've got a good bit of coding experience if you're ok with letting me help flesh them out, I'd love to!
  5. Awesome! Glad to hear it Assembly programming my rockets is exactly what I wanted!
  6. This is awesome! Also, being an Electrical Engineer with emphasis on microcontroller hardware, I'd love to help out with adding the external interfaces and specifications
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