Author Topic: Casio Prizm documentation  (Read 240144 times)

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Offline AngelFish

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Re: Casio Prizm documentation
« Reply #60 on: December 26, 2010, 02:42:12 am »
That's still not much compared to the 90/150 MHz of the Nspire.
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Offline DJ Omnimaga

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Re: Casio Prizm documentation
« Reply #61 on: December 26, 2010, 02:44:27 am »
Yeah. I guess it will still be enough to do some hardcore games, though. Maybe just not complex polygonal 3D or big real-time strategy games.

Offline AngelFish

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Re: Casio Prizm documentation
« Reply #62 on: December 26, 2010, 02:46:40 am »
That's assuming that the Prizm is open enough to ASM/C that such games aren't a complete pain to create.
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Offline DJ Omnimaga

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Re: Casio Prizm documentation
« Reply #63 on: December 26, 2010, 02:48:57 am »
Yeah that too. That said I think they did a more decent job at not making the BASIC language uber-limited, though. (and the calc price). If TI used a 30 MHz CPU in the 84+, 64 KB of RAM and 10 MB of archive, they would charge $170 for them, I'm pretty sure.

Offline uberspire

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Re: Casio Prizm documentation
« Reply #64 on: December 26, 2010, 03:38:51 am »
Are you sure it runs at 29 MHz? Some sources says 59 and others 100. The 9860G was slowed down to 29, I think, but it was possible with a program by Kucalc to set the speed at 59 or something, from what I remember.
Well the fx-9860G ran at 29.5MHz at default to maximize battery life. I have no idea what speed the oscillator in the Prizm is running at. The SuperH 3 processor in the fx-9860G had a register for the internal clock generator which you can modify to quadruple (x4) the clock speed to 118MHz (SuperH processors are capable of running at these frequencies).

Offline TIfanx1999

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Re: Casio Prizm documentation
« Reply #65 on: December 26, 2010, 01:10:34 pm »
Even if it is only 29 MHZ that still isn't terrible. Processor speed isn't everything.

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Re: Casio Prizm documentation
« Reply #66 on: December 26, 2010, 03:57:42 pm »
Are you sure it runs at 29 MHz? Some sources says 59 and others 100. The 9860G was slowed down to 29, I think, but it was possible with a program by Kucalc to set the speed at 59 or something, from what I remember.
Well the fx-9860G ran at 29.5MHz at default to maximize battery life. I have no idea what speed the oscillator in the Prizm is running at. The SuperH 3 processor in the fx-9860G had a register for the internal clock generator which you can modify to quadruple (x4) the clock speed to 118MHz (SuperH processors are capable of running at these frequencies).
Ah, right. Did your speed upper program let us set the 9860 that high, btw?

Offline Munchor

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Re: Casio Prizm documentation
« Reply #67 on: December 26, 2010, 04:34:08 pm »
Even if it is only 29 MHZ that still isn't terrible. Processor speed isn't everything.

29MHZ? The 83+ series is 15MHZ if I'm correct, so that's quite a lot, right?

Offline jnesselr

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Re: Casio Prizm documentation
« Reply #68 on: December 26, 2010, 05:07:18 pm »
Even if it is only 29 MHZ that still isn't terrible. Processor speed isn't everything.

29MHZ? The 83+ series is 15MHZ if I'm correct, so that's quite a lot, right?
It's pretty good. For a calc processor, at least.

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Re: Casio Prizm documentation
« Reply #69 on: December 26, 2010, 06:19:14 pm »
Yep it is. The 83+ is 6 MHz. The BASIC language on it is questionable quality, which is not surprising from Casio, but it depends which functions you are using.

-With locate, if you alternate quickly between yellow and red, for example, you get orange, but it's kinda flickery. It's extremly fast, from what I heard from FinaleTI.
-Pixel drawing command is extremly slow: 38 seconds to draw a 16x16 colored sprite. This means drawing sprites pixel by pixel is out of the question. FinaleTI hasn't found another way to draw stuff, though. Maybe other things are faster. I am curious if Text sprites are fast enough...
-Horizontal/Vertical seemed pretty fast, but he didn't check the other line commands.

In other words, some things are much faster, but other things may be slower. Also I am certain the calc doesn't run at the full processor speed while in OS mode, to save power.

Offline AngelFish

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Re: Casio Prizm documentation
« Reply #70 on: December 26, 2010, 06:27:44 pm »
The Prizm character set is comprised of at least 207 characters, all of which appear to be ASCII. I have attached the unedited character set.
« Last Edit: December 26, 2010, 06:29:53 pm by Qwerty.55 »
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Offline FinaleTI

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Re: Casio Prizm documentation
« Reply #71 on: December 26, 2010, 06:39:55 pm »
The Prizm character set is comprised of at least 207 characters, all of which appear to be ASCII. I have attached the unedited character set.
Where is it?


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

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Offline z80man

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Re: Casio Prizm documentation
« Reply #72 on: December 26, 2010, 06:40:46 pm »
After going over the code of of the add-in apps of the Prizm it seems that the application image data starts at location 0x4000 and ends at 0x6DFE. This just about corresponds to an image size of 62x95 pixels which matches the size of the images on the main menu of the Prizm.
This is what I found for the menu icons for the Prizm.
After changing some of the code I was able to modify the image for the conversion app. Now in the main menu the top half of the icon is black.
By the way how can I post the screen-capture image of the modified icon?
« Last Edit: December 26, 2010, 07:10:26 pm by z80man »

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

Offline AngelFish

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Re: Casio Prizm documentation
« Reply #73 on: December 26, 2010, 07:21:19 pm »
The Prizm character set is comprised of at least 207 characters, all of which appear to be ASCII. I have attached the unedited character set.
Where is it?

Oops.

After going over the code of of the add-in apps of the Prizm it seems that the application image data starts at location 0x4000 and ends at 0x6DFE. This just about corresponds to an image size of 62x95 pixels which matches the size of the images on the main menu of the Prizm.
This is what I found for the menu icons for the Prizm.
After changing some of the code I was able to modify the image for the conversion app. Now in the main menu the top half of the icon is black.
By the way how can I post the screen-capture image of the modified icon?

Do you have the screen capture? If you do, then upload it to a file hosting site such as http://img.removedfromgame.com/ and then post the URL of the image in [img]URL[/img] tags.
« Last Edit: December 26, 2010, 07:23:29 pm by Qwerty.55 »
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline z80man

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Re: Casio Prizm documentation
« Reply #74 on: December 26, 2010, 08:37:34 pm »
It seems that there might be two images stored in the header because the one I edited starting at ox4000 only takes effect when I place the cursor over the icon. What I did was I replaced about 1000 bytes of data with $00 using a hex editor. Most of what I replaced was $FF.

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)