Author Topic: [TIGCC] 68k C  (Read 28536 times)

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Offline Ranman

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[TIGCC] 68k C
« Reply #15 on: December 21, 2005, 02:58:00 am »
QUOTE
But didn't AMS give you more freedom with the LCD buffers?

No. But LCD video memory is handled differently between the HW1 and the HW2/HW3 calcs. However, TIGCC and extgraph library make this fact completely transparent. You may see a little more flicker with the HW2/HW3 calcs.

QuoteBegin
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QUOTE
Let me guess... You mask the 5 unused bits.

Yes, I do. I created a modified version of the GraySprite16_RPLC that masks out the 5 un-needed bits. But this is not absolutely necessary because when you draw the next tile, you physically draw it over the 5 un-needed bits.

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QUOTE
This will be supported by AMS 3.xx plue HW3 patch, right? Will I find this on ticalc.org, TIGCC website, or the Ti Chess team website?

Yes, TIGCC and extgraph are compatible with all AMS and all HW versions. Although, I think you need to install the HW2 patch (for HW2 calcs) or the HW3 patch (for the HW3 calcs). I dont remember the reason why. extgraph can be found at the TI Chess Team website.
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Liazon

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[TIGCC] 68k C
« Reply #16 on: December 26, 2005, 09:00:00 am »
I've never written a tilemapper before, not even in Ti-Basic or ASM.  I know the general structure of a map is a matrix where each element represents which sprite needs to be drawn in that square.  The only thing I can't seem to write is code that reads each element of the matrix and puts the tile in the corresponding part of the screen, before going on to the next element.  I have no idea where to start.  In ASM so far, all my attempts have issues with going on to read the next element of the matrix.

arti

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[TIGCC] 68k C
« Reply #17 on: December 26, 2005, 02:47:00 pm »
I wish Ranman was here when I first started messing around with TIGCC :(sad.gif

A very simplified tilemapping routine:

c1-->
CODE
ec1

unsigned char block[8] = {0x42,0xA5,0xE7,0xFF,0x7E,0x66,0x24,0x18}; // some 8 by 8 sprite

int map[3][5] = {{1,1,1,1,1},{1,0,0,0,1},{1,1,1,1,1}}; // a map 5 units wide and 3 units tall; 1 means draw a block, 0 means draw nothing

int x, y;

for(y=0;y<3;y++) {
 

Liazon

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[TIGCC] 68k C
« Reply #18 on: December 26, 2005, 03:30:00 pm »
QUOTE
int map[3][5]


So this is how you instantiate a matrix.

arti

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[TIGCC] 68k C
« Reply #19 on: December 26, 2005, 04:24:00 pm »
Yep, that's it. First the num of rows, then the num of columns.

Offline Ranman

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« Reply #20 on: December 26, 2005, 08:36:00 pm »
QuoteBegin-arti+26 December 2005, 22:24-->
QUOTE (arti @ 26 December 2005, 22:24)
Yep, that's it. First the num of rows, then the num of columns.

Yeah... I always thought it looked funny to get the tile using

c1
-->
CODE
ec1tile = tileMap[y]
  • ;c2
ec2

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arti

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[TIGCC] 68k C
« Reply #21 on: December 27, 2005, 03:33:00 am »
68k Basic has all graphic coordinates y, x. It gets quite confusing...

Offline DJ Omnimaga

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[TIGCC] 68k C
« Reply #22 on: December 27, 2005, 04:12:00 am »
in BASIC for the 83+ matrix are y,x , text commands and pixel off/test too while all others are x,y as well, confusing indeed :/

saubue

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[TIGCC] 68k C
« Reply #23 on: December 27, 2005, 05:29:00 am »
QuoteBegin-Ranman+27 December 2005, 2:36-->
QUOTE (Ranman @ 27 December 2005, 2:36)
QuoteBegin-arti+26 December 2005, 22:24-->
QUOTE (arti @ 26 December 2005, 22:24)
Yep, that's it. First the num of rows, then the num of columns.

Yeah... I always thought it looked funny to get the tile using

c1
-->
CODE
ec1tile = tileMap[y]
  • ;c2
ec2  

 You could also make a macro like
c1
-->
CODE
ec1#define GetMap(x,y) tileMap[y]
  • c2
ec2
if you want to keep x,y order ;)wink.gif.

Offline Ranman

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« Reply #24 on: December 27, 2005, 05:54:00 am »
QuoteBegin-saubue+27 December 2005, 11:29-->
QUOTE (saubue @ 27 December 2005, 11:29)
You could also make a macro like
c1-->
CODE
ec1#define GetMap(x,y) tileMap[y]
  • c2
ec2
if you want to keep x,y order ;)wink.gif.  

 Very nice!! :)smile.gif
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Liazon

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[TIGCC] 68k C
« Reply #25 on: January 05, 2006, 10:38:00 am »
QuoteBegin-arti+26 December 2005, 20:47-->
QUOTE (arti @ 26 December 2005, 20:47)
A very simplified tilemapping routine:

c1-->
CODE
ec1

unsigned char block[8] = {0x42,0xA5,0xE7,0xFF,0x7E,0x66,0x24,0x18}; // some 8 by 8 sprite

int map[3][5] = {{1,1,1,1,1},{1,0,0,0,1},{1,1,1,1,1}}; // a map 5 units wide and 3 units tall; 1 means draw a block, 0 means draw nothing

int x, y;

for(y=0;y<3;y++) {
 

saubue

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[TIGCC] 68k C
« Reply #26 on: January 05, 2006, 11:29:00 am »
Use TiEmu to test your games:
http://lpg.ticalc.org/prj_tiemu/index.html

Animated screenshots can be made easily with CalcCapture:
http://www.ticalc.org/archives/files/fileinfo/290/29024.html

Offline Ranman

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« Reply #27 on: January 05, 2006, 12:01:00 pm »
QuoteBegin-calcul831415+5 January 2006, 16:38-->
QUOTE (calcul831415 @ 5 January 2006, 16:38)
Whoa! I can't believe I just noticed this, but that's the exact same code used in Tifreak8x's Basic tutorial on tilemapping.
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

saubue

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[TIGCC] 68k C
« Reply #28 on: January 05, 2006, 12:18:00 pm »
To be honest, I have to say that I use TiEmu only for real testing. Wihle I'm programming, I use VTI to look at the results because the TIGCC IDE has the "run" button for it :)smile.gif

Offline Ranman

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« Reply #29 on: January 05, 2006, 12:53:00 pm »
QuoteBegin-saubue+5 January 2006, 18:18-->
QUOTE (saubue @ 5 January 2006, 18:18)
To be honest, I have to say that I use TiEmu only for real testing. Wihle I'm programming, I use VTI to look at the results because the TIGCC IDE has the "run" button for it :)smile.gif

Me too! I love the "Run" button... It is so handy.

I'm sure future versions of TIGCC IDE the "Run" button will support TiEmu.
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.