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i think i'll stick with the first.. lol. do you have any test data for the first i can use?
Quote from: nemo on December 17, 2010, 08:04:01 pmi think i'll stick with the first.. lol. do you have any test data for the first i can use?Not yet, but I'll work on some.In the meantime, if there's any other takers for option #2, remember that Correlation isn't coming for a month
Quote from: Hot_Dog on December 17, 2010, 08:06:19 pmQuote from: nemo on December 17, 2010, 08:04:01 pmi think i'll stick with the first.. lol. do you have any test data for the first i can use?Not yet, but I'll work on some.In the meantime, if there's any other takers for option #2, remember that Correlation isn't coming for a monthSo basically like a m by n grid that they can do the font, and assign that to a letter or something?
* king graphmastur declares omnimaga should now be referenced as "GAMANIOM"anyway, I don't full understand thr output format. Is it just a .png ir .gif or what?
the program is attached, along with the source.
Quote from: nemo on December 19, 2010, 09:15:54 pmthe program is attached, along with the source.It works! I'll let you know if I run into any trouble, though I'm not finding any problems yet!
Quote from: nemo on December 17, 2010, 07:13:26 pmohh... i just finished number one... i don't anticipate #2 being very hard though.It's not hard. It's just that #1 is easier 0_0Anyways, in case #2 works for you, feel free to do a command prompt or a GUI.The user selects a monochrome .bmp file to select. He also specifies the height (from 1 to 16), the width (from 1 to 16), the minimum value (from 0 to 255), the maximum value (from 0 to 255, cannot be less than minimum value), and the program name, which must be EXACTLY 8 characters.I've attached a sample compiled font, though I don't have the original .bmp with me.The file format: (Let me know if you have questions) A star means the ASCII value of the character to be written to the file.Quotes is a string to be written to the file.For a double star, convert the two-byte value to little edian, and then write the value to the file"**TI83F*"*26*10*0"Ti-83+ Font. Used by Correlation. "** The size of the entire file, minus 57----------------- (Ignore these dashes)*13*0** The size of the .8xp program*5Eight-Character Program Name*1*0** The size of the .8xp program** The size of the .8xp program (This marks the beginning of the Ti-83+ program)*User-Specified Width*User-Specified Height*User-Specified Minimum Value*User-Specified Maximum Value*255*0 (This marks the end of the Ti-83+ program.)**Check-sum (Take the sum of all bytes following the -------------, use AND %1111111111111111)
ohh... i just finished number one... i don't anticipate #2 being very hard though.
I have a version of #2 pretty much done, except that I don't really understand what the program's supposed to look like...Where do I put the actual sprite data for the font?And the third "** The size of the .8xp program" is supposed to be "** The size of the .8xp program minus 2", right? Just checking
QuoteI have a version of #2 pretty much done, except that I don't really understand what the program's supposed to look like...Where do I put the actual sprite data for the font?And the third "** The size of the .8xp program" is supposed to be "** The size of the .8xp program minus 2", right? Just checkingDeep Thought, I had no idea you were working on this! Thanks a lot!
To answer your questions, the bitmap data goes before the last *255. (Do you understand the format of a monochrome bitmap, by the way? Because monochrome bitmaps are weird--they display everything backwards, and with unnecessary extra bytes.)
Also, you are right about the third "size of program" line...it should be the size of the program minus 2.One more thing: the *5 should be *6 instead
Yep, it's stored from the bottom up, padded to multiples of 4, correct?
Oh, okay. What's the $30, $00 before the sprite data in your example program for?
QuoteYep, it's stored from the bottom up, padded to multiples of 4, correct? That's right!QuoteOh, okay. What's the $30, $00 before the sprite data in your example program for?That's no longer needed. It was the height times the width of each character ( 6*8 ), but I have no use for it in my program now. It's basically "dead code"
By the way, I really don't remember what I had *255 and *0 for, because I left my source code at college. Do you know if it's needed for a .8xp program? (The bitmap data in the example program takes 16 bytes) I have a feeling that those two bytes could be removed.