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/dports/games/libretro-freeintv/FreeIntv-5fc8d85/open-content/4-Tris/src/
H A Dfont.asm6 ;; Character #33, GRAM character index 1
16 ;; Character #34, GRAM character index 2
26 ;; Character #35, GRAM character index 3
36 ;; Character #36, GRAM character index 4
46 ;; Character #37, GRAM character index 5
56 ;; Character #38, GRAM character index 6
66 ;; Character #39, GRAM character index 7
76 ;; Character #40, GRAM character index 8
86 ;; Character #41, GRAM character index 9
96 ;; Character #42, GRAM character index 10
[all …]
/dports/emulators/jzintv/jzintv-20200712-src/examples/4-tris/
H A Dfont.asm6 ;; Character #33, GRAM character index 1
16 ;; Character #34, GRAM character index 2
26 ;; Character #35, GRAM character index 3
36 ;; Character #36, GRAM character index 4
46 ;; Character #37, GRAM character index 5
56 ;; Character #38, GRAM character index 6
66 ;; Character #39, GRAM character index 7
76 ;; Character #40, GRAM character index 8
86 ;; Character #41, GRAM character index 9
96 ;; Character #42, GRAM character index 10
[all …]
/dports/emulators/jzintv/jzintv-20200712-src/examples/spacepat/gfx/
H A Dspin1.asm3 ;; Character #0, GRAM character index 0
13 ;; Character #1, GRAM character index 1
23 ;; Character #2, GRAM character index 2
33 ;; Character #3, GRAM character index 3
43 ;; Character #4, GRAM character index 4
53 ;; Character #5, GRAM character index 5
63 ;; Character #6, GRAM character index 6
73 ;; Character #7, GRAM character index 7
83 ;; Character #8, GRAM character index 8
93 ;; Character #9, GRAM character index 9
[all …]
H A Dspin2.asm2 ;; Character #0, GRAM character index 32
12 ;; Character #1, GRAM character index 33
22 ;; Character #2, GRAM character index 34
32 ;; Character #3, GRAM character index 35
42 ;; Character #4, GRAM character index 36
52 ;; Character #5, GRAM character index 37
62 ;; Character #6, GRAM character index 38
72 ;; Character #7, GRAM character index 39
82 ;; Character #8, GRAM character index 40
92 ;; Character #9, GRAM character index 41
[all …]
H A Dtitle.asm10 ;; Character #32, GRAM character index 0
20 ;; Character #33, GRAM character index 1
30 ;; Character #34, GRAM character index 2
40 ;; Character #35, GRAM character index 3
50 ;; Character #36, GRAM character index 4
60 ;; Character #37, GRAM character index 5
70 ;; Character #38, GRAM character index 6
80 ;; Character #39, GRAM character index 7
90 ;; Character #40, GRAM character index 8
100 ;; Character #41, GRAM character index 9
[all …]
/dports/emulators/jzintv/jzintv-20200712-src/examples/mob_test/
H A Dmob_test.asm133 ;; INIT. This is done because we can only get to GRAM and STIC registers ;;
135 ;; interrupt. (Actually, we can have access to GRAM/STIC for longer ;;
176 ;; This is called via the ISR dispatcher, so it's safe to bang GRAM from ;;
196 ; Default the GRAM image to be same as GROM.
198 MVII #GRAM, R4 ; Point R4 at GRAM
206 ; Copy our GRAM font into GRAM overtop of default
209 ; into GRAM. Each span is defined as follows.
212 ; DECLE Skip Length (in bytes of GRAM memory)
213 ; DECLE Span Length (in bytes of GRAM memory)
225 ; # of GRAM locations, and not number of decles in the FONT data.
[all …]
/dports/textproc/p5-Text-Ngrams/Text-Ngrams-2.006/t/
H A D05-0.out4 FIRST N-GRAM: M
5 LAST N-GRAM: _
14 FIRST N-GRAM: M I
15 LAST N-GRAM: I _
27 FIRST N-GRAM: M I S
28 LAST N-GRAM: P I _
H A D01.out4 FIRST N-GRAM: a
5 LAST N-GRAM: h
17 FIRST N-GRAM: a b
18 LAST N-GRAM: g h
29 FIRST N-GRAM: a b c
30 LAST N-GRAM: f g h
H A D05-1.out4 FIRST N-GRAM: M
5 LAST N-GRAM: \n
14 FIRST N-GRAM: M \n
15 LAST N-GRAM: i \n
26 FIRST N-GRAM: M \n i
27 LAST N-GRAM: \n i \n
H A D02.out4 FIRST N-GRAM: A
5 LAST N-GRAM: P
26 FIRST N-GRAM: A B
27 LAST N-GRAM: O P
47 FIRST N-GRAM: A B C
48 LAST N-GRAM: N O P
H A D09.out4 FIRST N-GRAM: The
5 LAST N-GRAM: fox
11 FIRST N-GRAM: The brown
12 LAST N-GRAM: brown fox
H A D08.out4 FIRST N-GRAM: quick
5 LAST N-GRAM: text
11 FIRST N-GRAM: quick brown
12 LAST N-GRAM: more text
H A D03.out4 FIRST N-GRAM: The
5 LAST N-GRAM: fox
13 FIRST N-GRAM: The brown
14 LAST N-GRAM: brown fox
H A D07.out4 FIRST N-GRAM: The
5 LAST N-GRAM: fox
13 FIRST N-GRAM: The brown
14 LAST N-GRAM: brown fox
H A D04.out4 FIRST N-GRAM: \t
5 LAST N-GRAM: \n
29 FIRST N-GRAM: \t T
30 LAST N-GRAM: . \n
63 FIRST N-GRAM: \t T h
64 LAST N-GRAM: . . \n
H A D14.out4 FIRST N-GRAM: f
5 LAST N-GRAM: \n
28 FIRST N-GRAM: f i
29 LAST N-GRAM: e \n
72 FIRST N-GRAM: f i r
73 LAST N-GRAM: n e \n
/dports/emulators/jzintv/jzintv-20200712-src/examples/world/
H A Dworld.asm16 ;; The demo below copies alot of data into the GRAM from the cartridge. ;;
85 GROFS EQU $112 ; GRAM offset
87 GRAM EQU $3800 ; GRAM address define
96 BIDECLE ONES ; GRAM pictures (points to NULL list)
120 MVII #$807, R0 ; White, with GRAM bit set.
136 ;; Makes a 6x6 tile on the screen with increasing GRAM index numbers. ;;
154 ADDI #8, R0 ; Point to next GRAM card
228 ; Copy 16 card definitions to GRAM.
246 ; Get our GRAM offset and add 9 cards. Also, point it into the GRAM
251 MVII #9, R2 ; Copy 9 cards to GRAM
[all …]
/dports/emulators/jzintv/jzintv-20200712-src/examples/lines/
H A Dlines.asm37 BYTEVAR LRUHEAD ; Most Recently Used GRAM tile
38 BYTEVAR LRUTAIL ; Least Recently Used GRAM tile
41 BYTEARRAY CLRGLST, MAXLN ; GRAM slots to clear
47 WORDARRAY GRAMUPD, 2*MAXLN ; GRAM slots to update
73 ;; This is where all the magic happens, updating the GRAM and BTAB based ;;
108 ;; Update GRAM pixels for active lines ;;
218 ;; Reset the first BPOOL GRAM cards. ;;
231 ;; Fill the first BPOOL BTAB positions with the first BPOOL GRAM ;;
342 BLT @@alloc_gram ; |_ a new GRAM card, or just update
422 ;; R0 = ((GRAM card #) SHL 3) + $800
/dports/emulators/jzintv/jzintv-20200712-src/examples/library/
H A Dprint.asm83 ;; To display a single character from GRAM, for instance, just ;;
88 ;; alternate fonts (such as a font loaded in GRAM) as well. To do ;;
91 ;; and where your font begins in GRAM. ;;
94 ;; characters, and is loaded in GRAM positions 10 through 35. That ;;
95 ;; is, the picture for 'A' is in GRAM position #10, and 'Z' is in ;;
96 ;; GRAM position #35. We want 'A' to map to GRAM position #10. ;;
97 ;; GRAM position #10 is equivalent to card #266. The ASCII value for ;;
108 ;; So, to display this particular GRAM font, we must add 233 SHL 3 ;;
/dports/databases/postgresql96-server/postgresql-9.6.24/src/interfaces/ecpg/preproc/
H A Dcheck_rules.pl57 open GRAM, $parser or die $!;
58 while (<GRAM>)
156 close GRAM;
/dports/databases/postgresql96-pltcl/postgresql-9.6.24/src/interfaces/ecpg/preproc/
H A Dcheck_rules.pl57 open GRAM, $parser or die $!;
58 while (<GRAM>)
156 close GRAM;
/dports/databases/postgresql96-plperl/postgresql-9.6.24/src/interfaces/ecpg/preproc/
H A Dcheck_rules.pl57 open GRAM, $parser or die $!;
58 while (<GRAM>)
156 close GRAM;
/dports/databases/postgresql96-plpython/postgresql-9.6.24/src/interfaces/ecpg/preproc/
H A Dcheck_rules.pl57 open GRAM, $parser or die $!;
58 while (<GRAM>)
156 close GRAM;
/dports/databases/postgresql96-docs/postgresql-9.6.24/src/interfaces/ecpg/preproc/
H A Dcheck_rules.pl57 open GRAM, $parser or die $!;
58 while (<GRAM>)
156 close GRAM;
/dports/databases/postgresql96-client/postgresql-9.6.24/src/interfaces/ecpg/preproc/
H A Dcheck_rules.pl57 open GRAM, $parser or die $!;
58 while (<GRAM>)
156 close GRAM;

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