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TI-BASIC / String Array Subroutine
« on: February 01, 2007, 04:40:00 pm »QUOTE |
I need to get back into basic |
What's with all the asm-hatin'?
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. 241
TI-BASIC / String Array Subroutine« on: February 01, 2007, 04:40:00 pm »
What's with all the asm-hatin'? 242
TI Z80 / ASM Tutorials« on: January 30, 2007, 12:28:00 pm »
It really depends on the method you are using for the grayscale, as well as the interrupt frequency (ie. desolate). The more often interrupts are triggering, the more often the screen is being blinked, so it will be less flickery, but that also means the game will be slower, because more of the processor's power is being devoted to the grayscale
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TI-BASIC / Manipulating Pictures« on: January 28, 2007, 05:16:00 pm »
All those are definitely options, however, the fastest way (not to bash basic or anything) would be to swap out each flash page, until you find the app, then retreive the picdata.
:psychedelic::psychedelic::psychedelic::psychedelic::psychedelic::psychedelic: [WHOOOOOOO 50TH POST!!!!!!!!] :psychedelic::psychedelic::psychedelic::psychedelic::psychedelic::psychedelic::psychedelic::psychedelic: 244
TI Z80 / ASM Tutorials« on: January 28, 2007, 03:30:00 pm »
I just learned interrupts yesterday, and can't wait to teach them ^_^
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TI-BASIC / Manipulating Pictures« on: January 28, 2007, 01:05:00 pm »
if it's accessing a basicbuilder app, then it would definitely need to be something in ASM where you have intimate control of the flash ROM. I dont know how the data structures of basicbuilder apps works, so you would have to talk to Martin Warmer about that. If you find that out, i could definitely write you a lib to retreive pics
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Each basic command is interpreted into assembly, and almost all of them include the command 'Halt', which stops all cpu operation until an interrupt occurs, so the higher the interrupt frequency, the more often interrupts will trigger, and the less time you waste stuck on a halt command.
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Introduce Yourself! / Hello Omnimaga!« on: January 28, 2007, 07:38:00 am »
How Come I didn't get any peanuts when I joined? :cryveryloud:
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TI Z80 / ASM Tutorials« on: January 26, 2007, 05:53:00 pm »
Anyway, to get back on topic, what else ought to make it into the tutorials? I need to learn about interrupts/grayscale, then I will try to make a very in-depth explanation of how to create grayscale. Interrupts are a toughy (tuffy?) to learn, and I'm pretty sure teaching them won't be any easier, but I will do my best.
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Gaming Discussion / Starcraft in 3D!« on: January 26, 2007, 05:45:00 pm »
Will this have actual starcraft game play (ie. no heroes), or will it just WC3 with starcraft skins? If it's the former then WOOOOOOO. If it's the latter, then I'm not impressed
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If this is in ASM, it won't be a problem. The main reason for the 83+'s lack of speed is interrupts. In basic, interrupts must be running, and so these interrupts can slow down your game significantly. However, there is a way to change the interrupt speed to a much faster pace, without any hardware modifications such as overclocking. This is called interrupt speed, and is very similar to interrupt frequency (for those of you who have ever played desolate). But now I'm just rambling. The point of what I am saying, is that you could alter interrupt speed to allow you to run much faster, and possibly stream from USB at an acceptable rate.
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Art / Pixel Art Tutorials« on: January 25, 2007, 05:07:00 pm »
Great to hear someone is finally taking this project on. I am terrible at pixel graphics (and just about any art for that matter) so it's great that I will now have a place to go to better my skills.
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Art / Windows Utility« on: January 25, 2007, 05:04:00 pm »
PixelPainter is really good, it gives you a ton of options, such as whether you want to export the sprite in bin or hex, and whether you want a .z80 or a .inc file extension.
http://www.ticalc.org/archives/files/fileinfo/386/38615.html 255
ASM / [Z80 ASM] scaled masked sprites« on: January 22, 2007, 08:33:00 pm »
scaled from 16x16 to what? I could definitely make a routine to enlarge a sprite, and with a bit of work, make it smaller as well.
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