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Messages - JamesV
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196
« on: June 24, 2013, 02:14:42 am »
This game does look great, and has amazing potential! It's a shame the author has moved on to other things! I wish I had more free time so that I could make a similar style game Maybe one day lol
197
« on: June 21, 2013, 05:14:24 pm »
I didn't hear much about that game but I think you were working on a calc remake back in the days, right? I need to check that stuff out at one point.
Yeah, I tried making it for the TI-86 around 11-12 years ago, but A) I bit off more than I could chew, I wasn't ready for such a large project, and B) the ~10K code limit on the 86 was a big issue. If I do attempt it on the 84+CSE, it would be a multi-page app
198
« on: June 21, 2013, 07:37:05 am »
I'd really like to make Golvellius for the TI-84+CSE (which was Sega's SMS version of Zelda) - hopefully I'll get around to it!
199
« on: June 19, 2013, 06:04:45 pm »
Great post DJ_O! And well done to everyone involved in those games
200
« on: June 19, 2013, 08:22:56 am »
This looks amazing tr1p!
201
« on: June 13, 2013, 08:19:05 pm »
I have the following (roughly in order of purchasing):
TI-83 TI-84+ TI-86 TI-89 TI-82 TI-85 TI-84+CSE
202
« on: June 10, 2013, 10:30:37 pm »
I posted a WikiTI page about making applications for the TI-84+CSE. Maybe you can turn this into a full library with API?
Cool! I've just applied for a WikiTI account as per your suggestion via email the other day too. Turning this into a library is something I'd love to do. I haven't really looked at this for the last fortnight, but when I get some free time I'll be digging back into it again and seeing what else I can do. I have started preliminary work on 16-colour splash screens / graphics as another alternative, which will help to get image sizes down for those that aren't after a huge colour depth.
203
« on: June 06, 2013, 12:17:47 am »
if (bored && hasSpareTime) { makeYetAnotherAlienBreed(); } else { daydreamAboutAnotherAlienBreed(); }
204
« on: May 27, 2013, 01:59:35 am »
Early concept for our spaceship exploration game. Yep it's inspired by metroid and solar jetman. Not sure if this is the definitive art style though.
That looks great Keoni!
205
« on: May 19, 2013, 11:57:25 pm »
That's what I meant yeah, 256 colours based on a colour index table to convert them to 16-big BGR for the LCD driver My terminology probably isn't the best, as this is my first time finally tackling this kind of thing lol My utility converts the .bmp to 256 colour binary data, and then I used Jimmy Mardell's Huffman compression tool. On the calculator I used slightly modified version of his decompression routine, which for each byte it decompresses, then looks it up on the colour table and sends the respective 16-bit colour to the LCD. Yeah I'm thinking 16 colour nibble data too for sprites, tiles, etc. for any games I make. Well to clarify, 15 colours and one transparent, provided that it's workable. I may or may not use the half-res mode, depending on what the game is, and how practical it is. How are your tests going?
206
« on: May 19, 2013, 09:12:59 pm »
- Brandon Wilson for the LCD driver info on WikiTI, and for ti84pcse.inc Actually, Brandon Wilson provided almost none of that information. If you check the history, you will see that I did 98% of the LCD driver write-up. The RAM, B_CALL, and flag equates of ti84pcse.inc were discovered by Benjamin Moody (Flop) and the new token equates were given by Christopher Martin (KermM). I wrote up the list of symbolic names for ports and collected the data into a unified include file, and I just posted a minor update to the file. The MicrOS post I made a while ago contains a complete text-mode driver for the color screen, and shows both writing (PutC) and reading (ReadChar). I may also soon post code for turning the LCD on and off and for controlling the backlight.
Sorry DrDnar, I hadn't realised this. I'll correct the readme when I upload the updated version And thank you!
207
« on: May 19, 2013, 09:31:24 am »
Here's where it's currently at. This is a 180x171 image, compressed in 8-bit colour. The program uncompresses it and converts back to 16-bit BGR on the fly. An uncompressed 180x171 16-bit image would take up 61560 bytes, but the image data used in this program takes up only 6828 bytes, plus 512 bytes for the colour index table used to convert from 8-bit to 16-bit. Of course, the compression is fairly good on this image, as there aren't a lot of different colours being used.. I should note that I'm very new to working with 8-bit / 16-bit colour conversions, etc. so I wouldn't be surprised if this could be done better. I'll release the updated code in the next day or so once I've cleaned it up and tested it some more. Apologies for my iPhone/hand reflection on the calculator when the screen goes dark It would be nice if image compression could be integrated into DCS8 or some standalone lib for BASIC programmers as well. How fast is it for full screen (or at least 160x240) animations?
I'm sure some kind of library will get coded up eventually. I have some ideas for it, but I don't have a lot of experience in creating ASM tools for BASIC programs. I'd love to give it a try (and maybe I will!), but no doubt someone else could do a better job. I haven't done any animation testing yet, although tr1p1ea did a scrolling background test running in 160x240 mode, and it looked quite fast!
208
« on: May 18, 2013, 07:10:23 am »
awesome! What did you use to convert the image?
Thanks tr1p! I wrote a small C# Windows console utility, it's included in the zip file (on Cemetech, and ticalc.org once it's processed) EDIT:Tonight I've made some updates, so that it can now load images that are stored in 8-bit format, with a color index table. As long as your original 16-bit image used 1KB+ of space, then 8-bit with the color index table is more memory efficient, and still loads nice and fast. Of course, the only downside is that the colors aren't quite as smooth I'll post another video showing this update tomorrow, and then start working on a compressed 8-bit image version
209
« on: May 18, 2013, 04:02:28 am »
I think the best would be to use 256 colors (or 255+transparency) or even less, then use RLE compression or something.
Can we expect an Alien Breed, Banchor or Centipede port in the future?
Yeah I was thinking about 8-bit color images today, which I'll try over the next few days, as well as some other cool ideas. I do have a lot of ideas for different games I'd like to make on the 84+C, but I won't promise anything until I see what I'm capable of actually doing with it first lol. I'm thinking my first game will be something new that I haven't made before though
210
« on: May 17, 2013, 09:40:27 pm »
Thanks guys. Yeah the next step is I want to implement some compression, so we'll see how that goes. This program isn't really intended to be particularly useful, it's more just me learning how to use the 84+C lcd. But I'm releasing the source with each version in case anyone wants to see how it works
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