Author Topic: More than 10 pic vars still possible on 84+CSE?  (Read 5145 times)

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Offline DJ Omnimaga

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More than 10 pic vars still possible on 84+CSE?
« on: May 05, 2013, 12:19:13 am »
It seems that we can still have more than 10 pictures on the TI-84 Plus C Silver Edition. I tried the following TI-83 BASIC program (which was hacked) and it works on the 84+ C Silver Edition as well: http://www.omnimaga.org/index.php?action=downloads;sa=view;down=231

The reason why it still appears to work is because the special tokens were hacked into a string then into the BASIC code, so since Storepic works with Pic1 through Pic0 tokens instead of just 0 to 9 digits, it then works with those special tokens too, so you can have up to 40 pictures. Since it's a TI-BASIC program instead of ASM, it doesn't have to be recompiled for the new calc it seems.

However, I wonder if pics are still stored in archive in the same fashion as other variables on this new calc or if they now have a specific memory area allocated to them? If it's the latter, then I would recommend against trying this in your programs for now (although i had no problem after storing something beyond Pic 10), in case you overwrite parts of your OS or something. Could an ASM coder do some checks to make sure?

(Btw, 255 pics would take 5,598,780 bytes of archive)
« Last Edit: May 05, 2013, 12:21:21 am by DJ Omnimaga »

Offline TIfanx1999

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Re: More than 10 pic vars still possible on 84+CSE?
« Reply #1 on: May 05, 2013, 12:30:01 am »
Interesting find. I wonder what kind of use programmers will put it to? It sucks that picture files are so large on this calc though. :/

Offline DJ Omnimaga

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Re: More than 10 pic vars still possible on 84+CSE?
« Reply #2 on: May 05, 2013, 01:35:45 am »
Indeed. I just made a Zelda logo using a stat plot (xyLine) earlier this evening and when the two list data actually gets stored to their respective lists, it temporarily takes over 1200 bytes of RAM due to how complex the logo is. However, if I decided to use a pic I would just waste close to 22 KB of archive just for 1 title screen. It might be fine for very huge games, but I don't want to take such route if I'm gonna make a smaller game.

Here's the logo in question, by the way (in 160x240 mode with other stuff drawn on the screen, including a spinning triforce). The reason why the logo is that accurate is because I made it using the input command alone in a loop that stored the results in a list, then I retouched mistakes via the list editor:
« Last Edit: May 05, 2013, 01:43:01 am by DJ Omnimaga »

Offline mapar007

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Re: More than 10 pic vars still possible on 84+CSE?
« Reply #3 on: May 05, 2013, 03:12:45 am »
Quote
However, if I decided to use a pic I would just waste close to 22 KB of archive just for 1 title screen

Clearly someone needs to implement a library that has routines for compressing and decompressing pictures. Unfortunately I don't have much experience with compression algorithms (not that much of a problem, implementations of the most common ones already exist) and what's more, I don't have access to a 84+CSE to test on...

Offline alex99

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Re: More than 10 pic vars still possible on 84+CSE?
« Reply #4 on: May 05, 2013, 06:52:07 am »
Indeed. I just made a Zelda logo using a stat plot (xyLine) earlier this evening and when the two list data actually gets stored to their respective lists, it temporarily takes over 1200 bytes of RAM due to how complex the logo is. However, if I decided to use a pic I would just waste close to 22 KB of archive just for 1 title screen. It might be fine for very huge games, but I don't want to take such route if I'm gonna make a smaller game.

Here's the logo in question, by the way (in 160x240 mode with other stuff drawn on the screen, including a spinning triforce). The reason why the logo is that accurate is because I made it using the input command alone in a loop that stored the results in a list, then I retouched mistakes via the list editor:
hey this looks great
maby xlib is working on it...
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Offline DJ Omnimaga

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Re: More than 10 pic vars still possible on 84+CSE?
« Reply #5 on: May 05, 2013, 12:44:19 pm »
xLIB/DCS8 would definitively be the solution. I bet we could have support for both 16 and 256 color sprites since more than that is not really necessary for a 16x16 image, so we would save a lot on file size.

Offline Sorunome

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Re: More than 10 pic vars still possible on 84+CSE?
« Reply #6 on: May 05, 2013, 06:00:29 pm »
There was also a utility xtravar for the other z80 calcs which would store the special chars in ans.... :)

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Offline DJ Omnimaga

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Re: More than 10 pic vars still possible on 84+CSE?
« Reply #7 on: May 05, 2013, 06:58:46 pm »
Yeah true. I wonder if it lets you access the actual tokens, though, like Devpic does (it stores the string into a list)? It would be nice to have the tokens available already, since I doubt Xtravar will get ported to ASM immediately. I know that if I make a Zelda game, some save data might get stored in Str0, but it would be nice to be able to use something else, to avoid overwriting too much people's math stuff.

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Re: More than 10 pic vars still possible on 84+CSE?
« Reply #8 on: May 05, 2013, 07:29:12 pm »
That would be a nice idea, like hitting vars twice to be able to access all the pic vars or add a hook that adds all the entries in the normal vars menu :)

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Offline DJ Omnimaga

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Re: More than 10 pic vars still possible on 84+CSE?
« Reply #9 on: May 06, 2013, 04:09:45 am »
Well, in its current form, Devpic just has the chars inside the program code or you can get them stored in a list, then on home screen if you use the list it does ERR:SYNTAX, but on Goto it shows a string containing Storepic and the token.

Offline alex99

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Re: More than 10 pic vars still possible on 84+CSE?
« Reply #10 on: May 06, 2013, 10:52:07 am »
hm interesting.it sounds like thebugs in my axeprograms..
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