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Portal Prelude was in Axe Parser, not BASIC. As long as Axe isn't ported to the CSE, I doubt that anyone will bother porting Portal Prelude, unless someone is really willing to make a Z80 ASM version from scratch. Also your posts seems like you are trying to force other people to port programs you want. It is disrespectful. We have lives besides Omnimaga and calculators and we will only port programs if we are willing to do so. Same goes for Axe Parser CSE: The author will only make it if he is willing to do so or if he has time to. If you really want Portal to be available on the 84+CSE this soon, quit using us as your slaves and do it yourself.
I'd like to point out how much leeway the forumers have been giving you, dreamdragon. A major problem (besides those listed already) is that many games already pushed the limits of the calc itself and were well written for THAT hardware. This calc is very different and also takes MUCH longer to do screen-related things, which is most of what makes these games: fancy graphics.Also, many old coders who wrote stuff like Phoenix a decade ago don't stick around anymore to help put stuff on the CSE.
It is not impossible for TI to release a better CSE in the future, but for now games like Portal Prelude or F-Zero probably won't be ported.
The CSE has too few RAM and CPU speed to run smooth games like the TI-84 did. It is a limitation because even if the programmers keep the sprites in B/W, the CSE still has to render them like color sprites, therefore making games slower than they could run on their original hardware.That limits the applications that can be ported to the CSE for now. It is not impossible for TI to release a better CSE in the future, but for now games like Portal Prelude or F-Zero probably won't be ported.
the TI-84.
the Arse Parser threads.
Smooth games are possible on the CSE as long as you don't refresh huge parts of the LCD memory every frame. See Tunnel.8xk, Jumper, JezzBall, Tetrica and Pac-Man, for example. Therefore, Portal Prelude would be possible.
QuoteIt is not impossible for TI to release a better CSE in the future, but for now games like Portal Prelude or F-Zero probably won't be ported.however if TI wanted it could have released at least a CSE with similar specs to other calcs but it is locking down CSE like it did on nspires
Quote from: LunarFire on January 15, 2014, 10:04:00 pmthe Arse Parser threads.Heresy!
ld hl,$10B8 ; BGR mode, increment order ld a,$03 call SetLCDRegister call SetSpriteWindow ld hl,sprite call RenderSprite << do whatever >> retRenderSprite:;Input: ; HL points to the sprite ld bc,17 ld d,2 outi \ outi \ outi \ outi outi \ outi \ outi \ outi jp nz,$-16 dec d jr nz,$-20 retSetSpriteWindow: ld de,15 ld a,$50 ld hl,(y_coord) call SetLCDRegister ;Horizontal Start add hl,de call SetLCDReg ;Horizontal End ld hl,(x_coord) call SetLCDReg ;Vertical Start add hl,de call SetLCDReg ;Vertical End ld hl,(y_coord) ld a,$20 call SetLCDReg ;Y pos ld hl,(x_coord) call SetLCDReg ;X posSetLCDRegister: ld c,$11SetLCDReg: out ($10),a \ out ($10),a out (c),h out (c),l inc a retsprite: .db $03,$C0,$0D,$70,$10,$A8,$20,$54,$40,$2A,$40,$16,$80,$2B,$80,$15 .db $80,$2B,$40,$56,$30,$AC,$0E,$70,$01,$80,$01,$80,$03,$C0,$07,$E0x_coord: .dw 151y_coord: .dw 112
In assembly, sprite rendering would be faster for most size, but only if you have a handful of sprites. Basically, you save time by being able to draw directly to the LCD at pixel coordinates without an LCD delay.Also, dreamdragon, it is preferred that you use the "Quick Modify" or "Modify" buttons to edit your post instead of posting close together (also known as a "double post" which is referred to in the rules).