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     |    | Re: signals / legOS internals
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  |  (...) When you define a bunch of local variables (more than fit in available registers), where are they? Unless you happen to know the answer, I may have to do some more experimenting. Admittedly, it has been awhile, but the last time I was heavy (...)   (26 years ago, 23-Jun-99, to lugnet.robotics.rcx.legos)   
   |   |   |    |    | Re: signals / legOS internals
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  |  (...) Reading this again, I should mention that pushing things on the stack asynchronously is fine, as long as the stack pointer is always in the right place, which is why it must always always always point to the location I mentioned (and seemingly (...)   (26 years ago, 23-Jun-99, to lugnet.robotics.rcx.legos)   
   |   |   |    |    | Re: signals / legOS internals
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  |  (...) The stack pointer must always always always point at the bottom of the stack data area, i.e. to the last valid data item on the stack. As a consequence, push val (or mov.w val,@-r7) never overwrites data. When an interrupt occurs, the first (...)   (26 years ago, 23-Jun-99, to lugnet.robotics.rcx.legos)   
   |   |   |    |    | signals / legOS internals
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  |  Peek-a-boo! I've been banging my head against this a bit and thought I'd see if any of you can shove me in the right direction. I am trying to implement signals in legOS. The problem is that a signal can happen at any time. I know how to make that (...)   (26 years ago, 23-Jun-99, to lugnet.robotics.rcx.legos)   
   |   |   |    |    | Re: IR questions
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  |  (...) Only transmitting keeps the tower alive, at least according to my tests. If absolutely necessary, an occasional 0xff sent by the PC will keep the tower alive; this will result in only a start bit being sent, which ought to occupy very little (...)   (26 years ago, 22-Jun-99, to lugnet.robotics.rcx.legos, lugnet.robotics)   
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