Author Topic: 160x240 CSE scrolling speed test gives promising results  (Read 14275 times)

0 Members and 1 Guest are viewing this topic.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Re: 160x240 CSE scrolling speed test gives promising results
« Reply #15 on: March 29, 2013, 01:13:39 pm »
He probably did that on purpose to avoid scrolling too far in the video.

Offline Augs

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 306
  • Rating: +30/-29
    • View Profile
Re: 160x240 CSE scrolling speed test gives promising results
« Reply #16 on: March 29, 2013, 01:51:02 pm »
Will there be any on calculator programming for this?

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: 160x240 CSE scrolling speed test gives promising results
« Reply #17 on: March 29, 2013, 01:56:54 pm »
Well, you have BASIC right out of the box.

Offline Augs

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 306
  • Rating: +30/-29
    • View Profile
Re: 160x240 CSE scrolling speed test gives promising results
« Reply #18 on: March 29, 2013, 02:13:11 pm »
And Basic can do this?

Offline TravisE

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 182
  • Rating: +33/-0
    • View Profile
    • ticalc.org
Re: 160x240 CSE scrolling speed test gives promising results
« Reply #19 on: March 29, 2013, 03:30:03 pm »
Pretty cool. The “half horizontal resolution” mode doesn't look bad at all.

This reminds me that the classic consoles such as the NES actually were quite limited on how many tiles could be updated per frame. They took advantage of having an extra screen-sized buffer, just as in this example (some games didn't even use that) to update rows or columns of tiles off-screen just before they scrolled into view. In this case, there is no direct hardware support for sprites; those would still need to be directly drawn, but if that can be done fast enough, this certainly does look promising, framerate wise. The biggest key here will be how many pixels can be updated per frame, and how much CPU time will be needed by AI and logic.
ticalc.org staff member—http://www.ticalc.org/

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: 160x240 CSE scrolling speed test gives promising results
« Reply #20 on: March 30, 2013, 12:17:58 am »
@Augs:No. That demo is written in asm on a pc.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: 160x240 CSE scrolling speed test gives promising results
« Reply #21 on: March 30, 2013, 12:24:50 am »
And Basic can do this?

Since the calc is as fast for math calculations as the 84+SE (only graphics/drawing are slower), I wouldn't be surprised if such speed could be rivaled using ASM libs in a BASIC program (such as xLIB 2?). It wouldn't be as fast with collision detection, of course, but it could be a good alternative to just updating the entire screen every frame.

But yeah, the calc isn't locked down in any way in terms of programming. Of course now you're stuck with a Mathprint OS, but otherwise for programming this calc is an huge contrast with the stance TI took against Ndless on the TI-Nspire.
« Last Edit: March 30, 2013, 12:26:37 am by DJ Omnimaga (Not Admin) »

Offline Hot_Dog

  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: 160x240 CSE scrolling speed test gives promising results
« Reply #22 on: March 30, 2013, 11:25:32 pm »
It's sad how long it takes to actually draw everything before the scrolling :(  Still, great discovery!  If only the vertical part could be cut in half as well!

By the way, what are scrolling registers?

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: 160x240 CSE scrolling speed test gives promising results
« Reply #23 on: March 30, 2013, 11:59:10 pm »
To be honest I am surprised that the drawing before scrolling is that slow. It seems to me that it's not super optimized or it runs at 6 MHz. Kerm made a demo program once that could redraw the entire screen 4 times a second.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: 160x240 CSE scrolling speed test gives promising results
« Reply #24 on: April 02, 2013, 01:22:34 am »
Tr1p1ea made a larger map video now:



Notice how the speed barely changes, except some minor stuttering when it reaches the edge of the screen. Delay had to be removed but speed still looks good. :D

I would like to see a video using 8x16 tiles instead, though, so that it shows its full possible 160x240 res rather than 160x120.

Offline tr1p1ea

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 647
  • Rating: +110/-0
    • View Profile
Re: 160x240 CSE scrolling speed test gives promising results
« Reply #25 on: April 02, 2013, 09:01:09 pm »
Oops i updated the link to the video to remove the screen artifacts. It can be seen here:

« Last Edit: April 02, 2013, 09:01:56 pm by tr1p1ea »
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: 160x240 CSE scrolling speed test gives promising results
« Reply #26 on: April 02, 2013, 09:44:03 pm »
Looks very nice :)

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: 160x240 CSE scrolling speed test gives promising results
« Reply #27 on: April 03, 2013, 12:18:43 am »
That does look really nice! How much space does all the data take up?

EDIT: Or is the source posted anywhere?
« Last Edit: April 03, 2013, 12:19:05 am by chickendude »

Offline tr1p1ea

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 647
  • Rating: +110/-0
    • View Profile
Re: 160x240 CSE scrolling speed test gives promising results
« Reply #28 on: April 03, 2013, 02:04:36 am »
The data takes up a bit of space. The map is 168x15 = 2520 bytes. There are 71 8x8 tiles that use 4-bit palette indices packed into nibbles, so its 32 bytes per tile = 2272 bytes.
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: 160x240 CSE scrolling speed test gives promising results
« Reply #29 on: April 03, 2013, 02:28:25 am »
Is it archived while read?