I really don't know if it's possible to generate a proper 1-bit video signal with a TI 84+, but I ran some tests and this is my best result:
It alternates the linkports' state rapidly, but it's still too slow to generate a full white screen. I used AXE, but I think I have to use very optimized ASM to generate better video. Even then it won't be possible to do anything else but video playback.
I want my enemies to have some sort of AI movement. They will have to move toward the player and wander off when they don't see him or at random. They will have to shoot bullets too. I need only 4 enemies per screen. Some enemies shoot, some don't Has anyone made something similar yet? I don't want this game to become too heavy for older calculators. Compability is key to success
Hey I'm about to buy 4 C64s but the seller is not sure if everything is still functional. I will buy them anyway, but I wanna know how to test them without the risk of causing a shortcut.
Lbl SCROL S+r1-1->S If S>L L-1->S End If S=L 0->S End RecallPic
Text(20,0,"SQ Text(30,0,"SQ Text(40,0,"SQ
For(r5,0,min(7,L-S-1) Text(0,r5*6+20,S+r5->r2>Hex End
For(r5,0,2 Fix 3 For(r2,0,min(7,L-S-1)) If r5=0 {r2+S+GDB1}>Hex->r4 ElseIf r5=1 {r2+S+GDB2}>Hex->r4 Else {r2+S+GDB3}>Hex->r4 End Text(r5*10+20,r2*6+10,{r3+2}>Char Text {r3+3}>Char Fix 2 End End DispgraphClrDraw
I want to generate custom waveforms from a wavetable so I want to know how exactly can you controll the frequency acurately since pause gives me very low frequencies. This is the wavetable of a saw for instance: _ _ __ __ ____
_ ____ ____ ___ __ I really don't know if this is going to work
I want to replace Pause x by Feq(a,b) so my question is: How many times does b fit in one second? I know that x fits 1900 times in one seconds, so: Xonesecond / Bonesecond
Real Chipsound is a WIP chipsound engine for axe. There will be 2 versions: SuperTIsound and Mono Tune SuperTIsound is high performance which means that it's great for menu's and titlescreens or even cutscenes, but it uses a lot of processing power so you will have to use another type called MonoTune. This is a very simple engine that plays short mono tones. This uses around 40% of the processor(normal mode), but this percentage will eventually decrease.
New vid on the tracker: [ Invalid YouTube link ]
Spoiler For Spoiler:
I made this early version of SuperTIsound:
This is a newer version:
Wishlist: Tracker Short notes Pitch sweeps Vibrato Noise drums
TI-Nterface (Temporary name for this project. Don't sue me TI :'()
My profile essay for school is about an interface that connects a system board to the TI84+.
As you can see I have made a design. This is the first design which consists of: -4 digital inputs -2 digital outputs -a special bus for power supply and ground to the system board. -I/0 port for communication.
It slides over the TI84+. It has an embedded jackplug so you dont have to own a 83 linkcable.
This version is probably slightly smaller than the ultimate version, because there is now way that I can fit all the electronics in such a small box Apparently I can thanks to arduino
This is an image of the systemboard I want to connect to the TI 84 +.
Some of you might have seen my TI indication led's. This thing was inspired by that piece of equipment. With this device I will eventually demonstrate the full power of the TI 84+!!
Planned features: -Basic (de)multiplexing algorithm written in C for the PIC microcontroller. -Realtime data transfer -Software written in AXE on the TI84+(I already know how to use it, so it might save some time...) -Some moar awesome stuff such as indication led's and some sort of midi
I hope you like this When I have more information about the project I will update this topic!
Message to all haters mentioning the vernier labPro. Labpro interfaces cost 3 times as much as the calculator itself and they are big. They wont slide over your TI and they are ugly The software included uses you calculator as a display instead of a digital device that can respond to certain changes in the digital signals. My interface will use more processing power of the TI84 so that the interface can be made cheaper than the TI 84+ itself. Any questions?
Hero Core By keoni29 (PC original by Daniel Remar)
Compatibility:
Ti 83+
Ti 83+BE
Ti 83+ silver
Ti 84+
Ti 84+ silver
Requirements: 16k of ram (estimated) 16k of archive (estimated) Run from a shell such as mirageOS or DCS (compiled for ion)
About: Daniel Remar, the creator of the PC original, said it was all right to port his game and he'd like to see it on a calculator. That was back in 2011 and my Hero Core port is still not finished.
In this topic I will be posting updates and development builds.
To do: - TestWorld (100%) - Enemy AI (60%) - Bosses (0%) - Player controls (80%) - Health, injure & overheat (100%) - Soundeffects from the I/O port (40%) - Animated tiles (30%) - Blade (cut away dirt and pipes that are in the way)(100%) - Pause screen w/ map and settings (30%) - Tile graphics (70%) - New tile system (10%) - World map (10%) - Music (music only for soundchip users) - Events, doors etc. (0%) - Map screen (50%) - Save progress (0%)
This game will be If your game is too: include this in your topic.
I'm trying to make a Hero Core clone for the TI series. The original game has 8*8 sprites and tiles and the playfield measures 20*20 tiles. The TI-84 however has the capability to draw 96 8*8 tiles or 384 4*4 tiles which comes close to the original max of 20*20=400 tiles. Is it better to use 4*4 tiles and have more room to play with or plain 8*8. Scrolling is no option, because the original game has no scrolling at all.