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Omnimaga
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Calculator Community
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TI Calculators
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Axe
(Moderator:
Runer112
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96*64 image
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Topic: 96*64 image (Read 9191 times)
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Keoni29
LV11
Super Veteran (Next: 3000)
Posts: 2466
Rating: +291/-16
Re: 96*64 image
«
Reply #15 on:
May 30, 2011, 02:03:17 pm »
I figured it out already before you posted, but thanks anyway
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Munchor
LV13
Extreme Addict (Next: 9001)
Posts: 6199
Rating: +295/-121
Code Recycler
Re: 96*64 image
«
Reply #16 on:
May 30, 2011, 02:03:39 pm »
You can also use TokenIDE, but that implies redrawing it.
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Keoni29
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Posts: 2466
Rating: +291/-16
Re: 96*64 image
«
Reply #17 on:
May 30, 2011, 02:10:06 pm »
Well... The image is on my calc now, but GBD0->DispGraph doesn't work
Is this the 83 syntax?
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Aichi
LV5
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Posts: 290
Rating: +76/-3
Re: 96*64 image
«
Reply #18 on:
May 30, 2011, 02:13:30 pm »
Another way would be Copying the image data into the main buffer through
Copy(GBD0, L6, 768)
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Keoni29
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Re: 96*64 image
«
Reply #19 on:
May 30, 2011, 02:15:12 pm »
That works fine. Ty. Awesome community here
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Keoni29
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Re: 96*64 image
«
Reply #20 on:
May 31, 2011, 10:08:22 am »
Is there a programme that converts an os-image into hex code?
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JosJuice
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Posts: 1344
Rating: +66/-14
Re: 96*64 image
«
Reply #21 on:
May 31, 2011, 01:19:24 pm »
You can use SourceCoder (on your computer) to convert the .bmp to hex:
http://www.cemetech.net/projects/basicelite/sourcecoder2.php
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Keoni29
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Re: 96*64 image
«
Reply #22 on:
May 31, 2011, 01:55:15 pm »
I got this
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
03FFCF800000000000000000
0000000007E0000000000000
07FFCF800000000000000000
0FFFFF8007E0000000000000
1FFFFF8007E7CF8FFFF8FFE0
1FFFE70007E0000000040010
1FFDEF8007E7CF9FFFF0FFC0
1EFCEF8707E7CF9FFFF8FFE0
18FC0F8087E7CF9FFFFCFFF0
00FC0F8F07E7CF9FFFFCFBF0
00FC0F9F87E7CF9F3F7CF9F0
00FC0F9F87E7CF9F3E7CF8F0
00FC0F9F87E7CF9F3E7CF9F0
00FC0F9F87E7CF9F3E7CF9F0
00FC0F9F87E7CF9F3E7CFBF0
00FC0F9F87E7CF9F3E7CFFE0
00FC0F9FBFE7CF9F3E7CFFE0
00FC0F8F3FE7CF9F3E7CFFC0
00FC0F807FE7FF9F3E7CFF80
00FC0F807FC7FF9F3E7CF800
00FC0F807FC3FF9F3E7CF800
00FC0F803F83FF9F3E7CF800
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
001F00000000000000000000
00FFE000006226C000000000
01F1F0000055548000000000
03C078000064624000000000
07001C00004476C000000000
0E60CE000000000000000000
0E408E000022444000000000
0C60C60000556AA000000000
1C60C70000654C8000000000
1800030000756E8000000000
18C063000000000000000000
1CFBE7000000000000000000
0C71C6000000000000000000
0E318E000000000000000000
0E0E0E000000000000000000
07001C000000000000000000
03C078000000000000000000
01F1F0000000000000000000
00FFE0000000000000000000
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
AAAAAAAAAAAAAAAAAAAAAAAA
555555555555555555555555
000000000000000000000000
000000000000000000000000
000000000000000000000000
AAAAAAAAAAAAAAAAAAAAAAAA
555555555555555555555555
Do I have to type this by hand?
?
«
Last Edit: May 31, 2011, 01:58:08 pm by Keoni29
»
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JosJuice
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31337 u53r (Next: 2000)
Posts: 1344
Rating: +66/-14
Re: 96*64 image
«
Reply #23 on:
May 31, 2011, 01:57:44 pm »
Ah, that's assembly format. You can make SourceCoder display it in a better format, or you could simply remove the unneccesary stuff and then enter it into your program.
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Keoni29
LV11
Super Veteran (Next: 3000)
Posts: 2466
Rating: +291/-16
Re: 96*64 image
«
Reply #24 on:
May 31, 2011, 01:58:54 pm »
I edited my post. This is a converted bmp file
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96*64 image