Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Eiyeron

Pages: 1 ... 86 87 [88] 89 90 ... 101
1306
Casio Calculators / Re: LuaFX on-calc Program Editor?
« on: December 31, 2011, 06:54:10 am »
It's a bit easy with goods lessons. Try searching some tuts arround the Web...

1307
Casio Calculators / Re: Compile luaFX programs -- Ubuntu
« on: December 31, 2011, 06:53:24 am »
have already tried simply an luac in the terminal?
With wine...
wine start "C:\\Games\\Tron\\tron.exe"

2Sec googling...

1308
Casio Calculators / Re: Prizm Useful Routines -- post here!
« on: December 29, 2011, 12:50:25 pm »
Okay... I'll do that!

EDIT: DONE!

1309
Hey MPoupe, I just unexpectedly found the sources of this program in a corner of my hard drive, and it amused me because it use exactly the same idea than one of my programs ^_^
http://www.youtube.com/watch?v=_JrwaOIsCc0

Maybe inconsciently you've just reminded of the Poupe's method...

1310
Casio Calculators / Re: LuaFX on-calc Program Editor?
« on: December 23, 2011, 03:56:46 pm »
GO MAKE THIS!
I wanna have a add-in like that!

1311
Casio Calculators / Re: Ubuntu and FX-Manager
« on: December 23, 2011, 03:56:35 pm »
Unity, Don't like this...
Just like the standard window manager.
Have you tried transfert something with FA?

1312
Casio Calculators / Re: Compile luaFX programs -- Ubuntu
« on: December 23, 2011, 03:55:40 pm »
Have you tried with wine?

1313
Casio Calculators / Re: Prizm Useful Routines -- post here!
« on: December 23, 2011, 03:53:45 pm »
I think you put your answer inside the quote Eiyeron ???
I think I should miswrite somewhere: I request the help from someone to make this function...

Anyway, my function for my project

Two pixels are concatened like this:
0bAAAABBBB
or
0xAB

Code: [Select]
void CopySprite_Palette_Alpha_Nibbles(unsigned char* data, unsigned short* palette, int x, int y, int width, int height) {
   unsigned short* VRAM = (unsigned short*)0xA8000000;
   unsigned short* ptr = VRAM + y*LCD_WIDTH_PX + x;
   int i,j;
   unsigned char nibble;  //Get the color's index to use.
   for(j=0; j<height; j++) {
                for(i = 0; i < width; i+=2)
                {
                nibble = (*data)>>4; We get the first pixel
                        if(nibble)  //First index is alpha.
                                *ptr = palette[nibble];  //COpy from the palette
                nibble = (*data) %16; We get the second pixel
                        if(nibble)  //On the road again
                                *(ptr+1) = palette[nibble];
/*                      else
                                *(ptr+1) = palette[0];*/ // FOr tests
                        ptr+=2; //We go furtherer on the VRAM
                        data++; //Idem
                }
                ptr += LCD_WIDTH_PX-width; // Go one line lower.
   }
}

Max 16 colours, enough for Pokémons, in example... :-°
First index is alpha
(Could you please too adapt this function to add a zoom factor, please? I would be erternally grateful)

1314
Casio Calculators / Re: Screen Receiver 3.01
« on: December 23, 2011, 03:47:59 pm »
What's the changelog?

1315
Casio Calculators / Re: Ubuntu and FX-Manager
« on: December 16, 2011, 03:52:01 pm »
Ubu, 11.10

1316
Casio Calculators / Re: Ubuntu and FX-Manager
« on: December 16, 2011, 03:26:20 pm »
Yeah, me. It works good anyway.

1317
Casio Calculators / Re: Ubuntu and FX-Manager
« on: December 16, 2011, 01:59:33 pm »
The obly thing that I know that works, It's the SDK...

1318
Casio Calculators / Re: Prizm Useful Routines -- post here!
« on: December 15, 2011, 05:05:47 pm »
The size of float based routines is really quite negligible and they don't use any extra ram because the entire executable is stored in flash. You could use a fixed point float in this situation but I would advise against them in this situation as the best way to write them out would be to use pre-defined macros such as TWO_POINT_FIVE which would be 0x00028000 in a 32 bit fixed point notation. The other alternative here is to specify when calling the function what size you would like to scale it to instead of providing a scale factor. Perhaps in this situation 2 different functions ought to be developed. One for rather straightforward scales that can be easily implemented such as x.5, x2, x4 and so on. This would be called as 2 raised to the x power. For example passing 0 as the scale will result in a sprite with no change in size while 1 will be x2, 2 as x4, 3 as x8, and so on. That would also mean that -1 would be .5, -2 as .25 and so on. The second routine would require much more overhead and be called with either a float factor or specify the new image size. If this sounds good I can start work on the first routine and have that out in not too long.
Bump-bi-di-bump the topic for asking someone to realize zoo-msacled sprite drawing function. That could be very useful to some animations..
I think always that 2^factors would be easier and faster to use...

moderator edit: fixed

1319
ME WANNA API! :p

Seriously, that can be very useful and wonderful!

1320
Casio Calculators / Re: Refreshed Casio GII models come with Prizm CPU
« on: December 12, 2011, 01:22:57 pm »
Er-, not really secure, like mod...
But sounds COOL!

Pages: 1 ... 86 87 [88] 89 90 ... 101