Author Topic: Correlation Progress  (Read 75382 times)

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Offline Xeda112358

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Re: Correlation Progress
« Reply #90 on: February 06, 2011, 08:58:30 pm »
Ah, the major advantage is size. An Axe or assembly program doing that is much larger than the coded needed to do that. Plus, this runs at almost the same speed. If it is slower, it is almost unnoticeable.

Offline Hot_Dog

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Re: Correlation Progress
« Reply #91 on: February 06, 2011, 09:51:38 pm »
Xeda is right.  Another advantage (and the reason I started this project) is that with Correlation you need to deviate very little from Ti-Basic.  If you use Axe or ASM, you require a new language, more code and deeper thinking.  But if you are already good at creating Ti-Basic games, especially those that use text for graphics, you can display amazing graphics without having to learn more than a few more lines of code.

By the way, Correlation does run slower than Axe and Assembly.  However, it does help in speeding up a normal Ti-Basic program.
« Last Edit: February 06, 2011, 10:03:00 pm by Hot_Dog »

Offline Xeda112358

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Re: Correlation Progress
« Reply #92 on: February 06, 2011, 11:26:35 pm »
So it is faster than BASIC, slower than Assembly and Axe, but does things BASIC cannot do (easily and quickly anyway).

Offline DJ Omnimaga

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Re: Correlation Progress
« Reply #93 on: February 07, 2011, 02:27:11 pm »
Looks nice Hot Dog, and yeah BASIC code is generally smaller than ASM because it's interpreted: The routines used in BASIC aren't included in your code, but rather in the TI-OS. However, BASIC data is considerably larger than in ASM in most cases, unless you use compression, which can be slow with no ASM libs.

Offline NinjaKnight

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Re: Correlation Progress
« Reply #94 on: February 07, 2011, 10:21:23 pm »
Ah, that does make sense. Anyone who want to run the program would require the library to run it, though, right?
BTW, the speed is most impressive. I shall have to try this out when it is released.
Ninja vs. Chuck Norris == n/0. Both end with the world blowing up.

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Offline Hot_Dog

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Re: Correlation Progress
« Reply #95 on: February 07, 2011, 11:18:34 pm »
Ah, that does make sense. Anyone who want to run the program would require the library to run it, though, right?
BTW, the speed is most impressive. I shall have to try this out when it is released.

Yeah, the library would be required.  It's like Xlib

Offline Hot_Dog

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Re: Correlation Progress
« Reply #96 on: February 13, 2011, 04:47:58 am »
Thanks to DJ's suggestion, you can now have custom windows for displaying text.  The custom window is used only with Correlation, so you can display text that won't interefere with anything you want to draw outside the window.  Notice in this screenshot, I could include statistics at the very bottom of the screen if I wanted to, statistics that cannot be erased.

This doesn't work with masked sprites yet, but I plan to fix that.

Ti-Basic Source Code:

7->ThetaMin      ;Left-Hand Coordinates of the Window
88->ThetaMax   ;Right-Hand Coordinates of the Window
7->TMin        ;Top Coordinate of the Window
58->TMax   ;Bottom Coordinate of the Window
60->ThetaStep  ;The Map is 60 tiles wide
int("FF    ;This command is REQUIRED if even one window coordinate is changed.  It does the final steps in creating a window.

pgrmZERATUMA
« Last Edit: February 13, 2011, 04:49:19 am by Hot_Dog »

Offline Xeda112358

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Re: Correlation Progress
« Reply #97 on: February 13, 2011, 11:59:06 am »
Oh, that's cool! Is that what an HUD is? I saw that somewhere and I have no clue what it means :D But that will be very useful!

Offline Xeda112358

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Re: Correlation Progress
« Reply #98 on: February 13, 2011, 02:04:10 pm »
Oh, Hot_Dog... Do you have an on calc font editor? I might be able to make one. I have made some before (including for Omnicalc fonts, Celtic 3/xLIB/BatLib fonts and sprites).

Edit: Okay, I checked a few pages back so now I have the question of how exactly the sprites are stored. They can be 1 to 16 pixels wide? So if it is 2 pixels wide are the first 2 bits set like 00000011 or is it like 11000000? And if it is 9 pixels wide is it 0000000111111111 or is it 1111111110000000?
Edit 2:Also, if the user only wants to use A~Z and a~z, then the actual bytes corresponding to the ASCII are used, right? and do the few random chars between 'Z' and 'a' need to be included in the sprite set? And do I start with 'A'? Also, do I need to worry about a header?
Edit 3:Can they be any height (up to 64 pixels)?

Offline Hot_Dog

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Re: Correlation Progress
« Reply #99 on: February 13, 2011, 04:28:52 pm »
Thanks for the font editor!  Incidentally Graphmastur will be quite pleased, he was hoping that I would work on one.

The font is stored as a Ti-83+ protected program.  The first byte is the width of a character, in pixels, from 1-16.  The second byte is the height of a character, from 1-16.  The third byte is the starting character value (specified by the user), from 0 to 255.  The fourth byte is the ending character value, from 0 to 255.  Afterwards comes the graphics data, usings standard 8 bit 2-color format, one character after the other.  (For example, if a character is 6 pixels wide, and the first byte is all black, the data for that row is %11111100)

For Edit 2: Characters are assigned according to Ti-83+ one-byte tokens.  Look here for reference: http://www.omnimaga.org/index.php?action=dlattach;topic=5750.0;attach=5243. Also, if a user does A-Z and Radian to ZTrig, all characters in between MUST be included.

It would be helpful if you displayed the token/character that corresponds to the character that is being designed.  For instance, the user draws a bird in the font, a bird that is displayed whenever there is an int( in a string.  Or there might be traffic lights whenever the calculator reads an "A".


Offline Xeda112358

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Re: Correlation Progress
« Reply #100 on: February 13, 2011, 04:35:06 pm »
Awesome, thanks! Okay, I think I can do that! I actually already started and I set it up so that it took those arguments!
I will be sure to try to add copying and pasting of sprites, too... It won't be too amazing, but it should be enough to get the job done.

Offline Hot_Dog

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Re: Correlation Progress
« Reply #101 on: February 13, 2011, 04:43:53 pm »
Awesome, thanks! Okay, I think I can do that! I actually already started and I set it up so that it took those arguments!
I will be sure to try to add copying and pasting of sprites, too... It won't be too amazing, but it should be enough to get the job done.

Awesome!  Don't worry about "amazing", many people will like this much better than a pure bitmap program

Offline Hot_Dog

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Re: Correlation Progress
« Reply #102 on: February 13, 2011, 05:27:04 pm »
Xeda, I forgot to mention, program names MUST be eight characters long, no less

Offline Xeda112358

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Re: Correlation Progress
« Reply #103 on: February 13, 2011, 07:22:43 pm »
Okay, thanks! I just got back from an hour long french discussion session, so I can get back to work on it!

Offline Hot_Dog

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Re: Correlation Progress
« Reply #104 on: February 13, 2011, 09:44:15 pm »
That's cool!  Indeed, you can work as fast as you can on it.  But as I tell everyone who helps me somehow, I am very understanding of events that cause delays, since imo calculator programming is not the most important thing in the world