Author Topic: KermM and critor Run First 3rd Party Code on TI-84+CSE  (Read 22445 times)

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Offline calc84maniac

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #30 on: February 20, 2013, 02:25:09 am »
Yes, like that, DJ, but keep in mind it will never be more than 1 pixel behind. That GIF is very exaggerated. Broadcast television is interlaced.
Depends on the framerate we get, though.
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Offline DJ Omnimaga

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #31 on: February 20, 2013, 02:31:51 am »
Well in my case Mario runs at 8 pixels intervals, which is probably gonna be the case on the calculator, especially with scrolling. If you have Mario move by 2 pixels per frame and get 12 FPS with interlacing, this is gonna be slow O.O

Offline willrandship

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #32 on: February 20, 2013, 02:41:03 am »
I doubt we'll be seeing any live action games for a while. Turn based RPGs wouldn't be so terrible, though, since you can just render your effects directly.

Offline DJ Omnimaga

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #33 on: February 20, 2013, 02:43:58 am »
Well, first of all people will most likely experiment and then write routines to make writing games easier, but early action games will most likely be simple, if there are any.

RPGs will only be in  BASIC and Axe (if Axe ever comes out for this calc) because every ASM RPG seems to die. I think that the last TI-83+/84+ ASM RPG ever completed was in 2004.
« Last Edit: February 20, 2013, 02:45:24 am by DJ_O »

Offline TIfanx1999

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #34 on: February 20, 2013, 02:51:32 am »
I think that the last TI-83+/84+ ASM RPG ever completed was in 2004.
O.O Wow, that seems pretty crazy.

Offline DJ Omnimaga

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #35 on: February 20, 2013, 02:56:06 am »
Indeed. We had E:SoR but it died because Zera vanished (Iambian lost contact with him) and he doesn't have the entire story and info D:. There were a few other RPGs starting afterward but most died early. Most other successful RPG attempts were in TI-BASIC (last being Reuben series I think) and Axe (Embers:Phoenix) I think

By the way, here is the first animated screenie of the 84+CSE. However, it runs around 25% slower than the real calc (might be a bit more):



I added it at the end of the previous news (since I can't edit this one and didn't feel like posting a news just for that, although I will move it up if I write a news about the bugs and stuff since the screenshot shows a Pt-On bug )
« Last Edit: February 20, 2013, 03:11:10 am by DJ_O »

Offline Xeda112358

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #36 on: February 20, 2013, 07:10:14 am »
I tried to write a routine to take a 768-byte buffer of the form we currently use for B/W display and from my calculations, it can manage 20FPS at 6MHz. I was trying to get a head start on making Grammer compatible :)

Offline DJ Omnimaga

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #37 on: February 20, 2013, 02:20:46 pm »
Well at least even if speed is slower on the new calc, I have yet to see a single Grammer game where smooth scrolling is used so existing games should hopefully play at good speed. Games like an ROL3 remake (*pokes Yeong*) would be perfectly safe from unplayable speeds. In his remake, I think he even had to add slowdowns so that moving around the tile-scrolling map isn't too fast.

It would be nice to see Grammer come out on this calc :)

Also Apparently, when using Text(), it doesn't add an extra row of white before the 1st character, so basically text sprites are still possible! (Although I don't know if it will be fast enough)

Offline Xeda112358

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #38 on: February 20, 2013, 08:33:06 pm »
I did some other calculations in class and I have some good news :D The current LCDs are very slow and cause a big speed bottleneck for ASM games. At 6MHz, it takes about 55 t-states between LCD writes and at 15MHz it takes about 135. On the new LCDs, in a discussion with calc84maniac, I learned that every output/input to the LCD costs an extra 3 cycles. Even so, using the new screen is faster for most sprites at 15MHz. Before I learned about the 3-cycle cost, the routine was faster for every sprite that was 89-pixels wide or less (even faster as it got smaller, compared to doing it on an 84+). I think 16x16 sprites will be pretty popular to deal with the larger screen and because it gets a pretty decent speed boost.

What does this mean? Combined with the ability to shift the screen left/right with z-addressing, we could make some pretty fast side scrollers and having enemies on the screen shouldn't be too bad.

Also, people were talking about CaDan last night on IRC and the question of bullets was brought up. However, remember that with the old LCDs, we typically copied data to a buffer in RAM (the graph buffer) and then copied to the LCD. Then for bullets, we would use another buffer to store their locations. With the new calc, we will be copying directly to the LCD and we won't need to worry about LCD delays (except the 3-cycle thingy). So we could probably easily manage an average of 100 cycles  per bullet. That is less time than it would require to draw a byte to our current LCDs o.O This is great news for things like Grammer's particle engine because this means that it could handle the movement of 150000 particles per second. 150 000 ! Now I am starting to get excited :)

EDIT: Although, with each of the particles, it would probably take about 150 t-states to also compute collisions and choosing a direction to move, so that would actually be more like 60 000 particles per second. So 1000 particles could be handled at 60FPS with multiple colors :D

Offline DJ Omnimaga

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #39 on: February 20, 2013, 08:49:27 pm »
Yeah if the Z-adress is present, this will help a lot. Granted, we might not have good vertical scrolling, but at least games like Mario will be much easier to make.

Also, here is the first program to access the LCD directly:  http://www.cemetech.net/programs/index.php?mode=file&id=856



I think the screenshot uses CalcCapture so it might not represent the real frame rate.
« Last Edit: February 20, 2013, 10:34:44 pm by DJ_O »

Offline willrandship

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #40 on: February 20, 2013, 10:09:55 pm »
Looks like someone is working on a jezzball port, from that pic.
« Last Edit: February 20, 2013, 10:10:07 pm by willrandship »

Offline DJ Omnimaga

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #41 on: February 20, 2013, 10:37:14 pm »
Also programs are still 8xp files O.O

This is strange, considering there is no backwards compatibility with older ones or vice-versa, because the 83 didn't either and the extension changed from 83p to 8xp. I was expecting 84p/84i/84k/84v or 8cp/8ci/8ck/8cv files.

Offline willrandship

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #42 on: February 21, 2013, 12:04:19 am »
Are you sure there's not backwards compatibility? It sounds really backwards compatible to me. The only things messed up are drawing commands. Most programs that TI cares about would work just fine.

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #43 on: February 21, 2013, 12:21:58 am »
I swear that I heard that some memory addresses content moved around, but I also refered to the new screen as well. By backwards compatible I meant that every monochrome program would be running on both calcs without a single modification and look identical.
« Last Edit: February 21, 2013, 12:22:25 am by DJ_O »

Offline FloppusMaximus

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Re: KermM and critor Run First 3rd Party Code on TI-84+CSE
« Reply #44 on: February 21, 2013, 01:11:54 am »
Some existing BASIC programs will be compatible; no existing assembly programs will be (although some very simple assembly programs will simply need to be re-assembled with a new header file.)  Put it this way: there was more backwards compatibility between the TI-83 and 83+ (or even, arguably, between the TI-82 and 83+) than between the 83+/84+ and 84+C.