Author Topic: Correlation Progress  (Read 75384 times)

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Offline Hot_Dog

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Re: Correlation Progress
« Reply #75 on: January 23, 2011, 11:17:08 pm »
I'm just wondering, but is the "on-calc font editor" for Correlation posted earlier in this topic supposed to do anything, or is it just supposed to rickroll?

Sorry, bro, it's just a rickroll

Darn, do you actually have one working? If not I made something really, really close in prep for Ximp ;)

EDIT: And I think when I finish Ximp, I'll add an option to export to a Correlation-compatible font, if that's okay with you?

What's XIMP?  And no, I have no problem with you making a Correlation-compatible one, and I actually encourage it.  :D Just make sure that the same guidelines apply: Width from 1-16, Height from 1-16, Starting character 0-255  less than or equal to ending character, name of font must be eight characters long.

Offline DJ Omnimaga

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Re: Correlation Progress
« Reply #76 on: January 24, 2011, 12:08:11 am »
Here's a demonstration of Word Wrap Mode.  Once I fix some bugs (including getting "Ms" and "Ws" to display correctly) I'll apply this to a Starcraft: Zeratul Cutscene.
WOW great! I always wished Text( had word-wrap, because it can be annoying to display huge text sometimes.

I'm glad this is still progressing nicely :)

Release this already!
People competing in the Storm will be eternally grateful.

Lol!  What is "the Storm," by the way?

The Cage Match where all the TI-BASIC competitors try to make the best game possible.
Lol earlier when someone mentionned The Storm, I thought TheStorm/Jonimus actually organized a contest. That would've made 3 running at once O.O.


Offline Hot_Dog

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Re: Correlation Progress
« Reply #77 on: January 24, 2011, 11:56:20 pm »
Those of you looking forward to testing Correlation will be happy to know that I am nearly done with it!  Sadly, the beta won't be available until February, and I have to redo some of the manual (meaning that you have to read it again), but the major stuff--save animated tiles--is done.  I just have to do animated tiles and fix up the little things such as error checking.

Offline meishe91

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Re: Correlation Progress
« Reply #78 on: January 25, 2011, 01:12:00 am »
Sweet! Can't wait!
Spoiler For Spoiler:



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Offline DJ Omnimaga

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Re: Correlation Progress
« Reply #79 on: January 25, 2011, 02:18:14 am »
Awesome! Hopefully I can find time to write some test programs for it :D

Offline Hot_Dog

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Re: Correlation Progress
« Reply #80 on: January 26, 2011, 12:39:46 am »
Added a couple of error messages, with more to come so that a Correlation programmer won't crash the calcuator.

OUT OF RANGE, for if you try to display a character that is not part of your font
NOT ALLOWED, for if you try to display a string that has a two-byte token

Offline DJ Omnimaga

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Re: Correlation Progress
« Reply #81 on: January 29, 2011, 01:38:11 am »
Cool!

Question: I don't remember if that was asked before, but will there be a version of Correlation that has error checks disabled for non-developers? Games would run faster with such version. Devs would use the dev version to avoid crashing their calc but gamers would use the other one.
« Last Edit: January 29, 2011, 01:38:45 am by DJ Omnimaga »

Offline Hot_Dog

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Re: Correlation Progress
« Reply #82 on: January 29, 2011, 01:53:55 am »
Cool!

Question: I don't remember if that was asked before, but will there be a version of Correlation that has error checks disabled for non-developers? Games would run faster with such version. Devs would use the dev version to avoid crashing their calc but gamers would use the other one.

Any game that uses the Ti-Basic parser is going to run slow...disabling error checking makes almost no difference at all.

Offline DJ Omnimaga

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Re: Correlation Progress
« Reply #83 on: January 29, 2011, 01:57:17 am »
Ah ok, I was asking since some people might need every picosecond they need. :P

Offline Hot_Dog

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Re: Correlation Progress
« Reply #84 on: February 05, 2011, 03:07:26 pm »
Screenshot coming tonight!  It will be in Zeratul: Eye Candy after I fix some data.  Basically, the ASM code works correctly, but I have some invalid data in the appvar I created for cutscenes.

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Re: Correlation Progress
« Reply #85 on: February 06, 2011, 12:24:34 am »
Cool, I'll check there. :P

By the way, you're making sure to keep Nspire compatibility, right?

Offline Hot_Dog

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Re: Correlation Progress
« Reply #86 on: February 06, 2011, 03:36:54 am »
By the way, you're making sure to keep Nspire compatibility, right?

I'm doing my best, but I don't own a Nspire so someone else would need to test compatibility to the fullest

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Re: Correlation Progress
« Reply #87 on: February 06, 2011, 04:25:07 am »
Ah ok. In any case, that z80 opcodes table ScoutDavid posted has all of them in gray. There are many, though, so it might be hard to find them.

Somebody should create a program that scans a z80/asm file to detect non-Nspire instructions.

Offline Hot_Dog

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Re: Correlation Progress
« Reply #88 on: February 06, 2011, 07:39:34 pm »
Here's animated tiles!  They're a bit tricky to understand unless you read about them in the new manual, but updating the screen causes the calculator to choose the next tile.  You have 64 seperate frames available for animation...you can have 1 tile with 64 frames of animation, 32 tiles each with 2 frames, or a combination like 2 with 1 frame, 6 with 5 frame, 3 with 4 frame, etc.  In this example, it's 1 tile with 4 frames.

Source Code:

int("AY                  ;AY = "Animated Yes"
int(TRAFFICL
Lbl S
e^(0,0,"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
int("DD
For(N,1,300
End
Goto S

Offline NinjaKnight

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Re: Correlation Progress
« Reply #89 on: February 06, 2011, 08:55:58 pm »
Sorry if this is a dumb question, but what are the advantages of using this over Axe or Assembly?
I've never used these libraries, so I don't know.
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