WIP: Traducción Día 6 y otros cambios breves

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jota 2022-01-11 16:32:15 -03:00
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4 changed files with 1245 additions and 8 deletions

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@ -43,6 +43,14 @@ también hablamos del uso de la memoria del programa como un espacio para datos
# día 5
aquí introducimos el dispositivo de ratón varvara para explorar más posibles interacciones, y cubrimos los elementos restantes de uxntal y uxn: la pila de retorno, el modo de retorno y el modo de retención.
también discutimos posibles estructuras para crear bucles y programas más complejos utilizando estos recursos.
{tutorial de uxn día 5}
# día 6
¡proximamente!
# índice tentativo

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@ -172,7 +172,7 @@ Controlador/tecla DEI ( lee la tecla y la introduce en la pila )
AND ( aplica un AND a las banderas de la pila, y empuja el resultado a la pila )
```
que la instrucción sea bitwise significa que aplica la operación AND a cada uno de los bits de los operandos.
que la instrucción sea a nivel de bit (o "bitwise") significa que aplica la operación AND a cada uno de los bits de los operandos.
si ambas banderas fueran "verdaderas":
@ -569,7 +569,7 @@ dependiendo de nuestra aplicación, podríamos necesitar permitir que algunos de
en ese caso, ¿cómo podríamos aislar cada uno de los bits para comprobar su estado individualmente?
conoce las máscaras AND a nivel de bits
conoce las máscaras AND a nivel de bits.
## máscara AND

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@ -346,6 +346,7 @@ i used nasu to draw a paddle consisting of 2x3 tiles in 2bpp mode. i will number
2 3
4 5
```
=> https://100r.co/site/nasu.html 100R - nasu
the resulting data is the following:
@ -956,7 +957,7 @@ we get 0! fffe works effectively as "-2"!
we could continue in that way getting more and more "negative" numbers that works thanks to the constrained size of computer memory.
going back to our code, if we initialize our speed with
going back to our code, if we initialize our speed with:
```
#ffff .ball/speed-x STZ2
@ -1079,7 +1080,7 @@ the y coordinate of the bottom wall would be the height of the screen, less the
.ball/y LDZ2 BALL-SIZE ADD2 ( y + ball size )
.Screen/height DEI2
WALL-MARGIN SUB2 ( height - margin )
GTH2 ( is the ball y greater than the wall y? )
GTH2 ( is the ball-y greater than the wall-y? )
,&set-negative-speed JCN
,&continue JMP
@ -1090,7 +1091,6 @@ the y coordinate of the bottom wall would be the height of the screen, less the
### update-ball code so far
our update-ball subroutine looks like the following right now:
```
@ -1192,7 +1192,6 @@ and what happens if both conditions are not met at the same time?
we can let the ball keep moving, but checking that it hasn't crossed the left wall, by comparing with 0000.
the whole x-in-left code would end up looking like:
```
@ -1223,7 +1222,6 @@ the whole x-in-left code would end up looking like:
finish would be a label at the end of the subroutine, and reset is a subroutine that we will discuss later.
this approach of comparing with 0000 is the easiest, but keep in mind that it might not work if you change the ball speed: it could happen that it crosses the wall but with an x coordinate that is never equal to 0.
we can't really check if the x coordinate is less than 0, because as we discussed above, that would actually be a number close to ffff.