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Topics - Keoni29

Pages: 1 ... 5 6 [7] 8 9
91
TI Z80 / TI84+ Generating Video!!
« on: October 27, 2011, 05:11:00 am »
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.

92
Axe / AI enemies
« on: October 26, 2011, 05:10:25 am »
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 ^-^

93
Axe / Animated titlescreen optimizing code
« on: October 22, 2011, 04:12:49 am »
The code for my animated titlescreen got really big. Can someone help me optimize it?
Code: [Select]
:Lbl TITLE
:copy(GDB20,L6,768
:DispGraph
:Pause 500
:copy(GDB21,L6,768
:DispGraph
:Pause 500
:Lbl F
:copy(GDB22,L6,768
:DispGraph
:Pause 500
:copy(GDB23,L6,768
:DispGraph
:Repeat getKey(54)
:For(30)
:SinReg1640,4000
:End
:For(A,0,300
:If getKey(15)
:Return
:End
:SinReg1100,1000
:End
:End
:For(A,0,5
:sub(NOISE,10,500
:copy(GDB22,L6,768
:DispGraph
:sub(NOISE,15,500
:copy(GDB23,L6,768
:DispGraph
:Pause 20
:End
:ClrDraw
:DrawInv
:DispGraph
:Pause 1000

94
Other / C64 testing
« on: October 21, 2011, 05:30:59 am »
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.

95
Axe / Byte transfer
« on: October 14, 2011, 07:18:56 am »
http://www.omnimaga.org/index.php?action=dlattach;topic=10338.0;attach=9861
I wrote this code to understand how the byte transfer between 2 calculators works. It worked yesterday, but I changed some minor things and now it stopped working. I really can't see what the bug is.

96
Anime and Manga / My manga drawings
« on: September 30, 2011, 03:25:09 pm »
I draw manga style characters. I'm trying to level up my drawing skills by drawing a lot. This is the second image of 1 page comic (unfinshed ):

I do have a deviantart, but there is a lot of junk on it so, I have to scan some of my doodles and update my gallery.

97
Axe / Some optimization
« on: September 25, 2011, 11:00:22 am »
Can you optimize this?

L=Number of rows
S=Scroll height
r1: 0:Scroll Up
    1:Don't scroll, just refresh
    2:Scroll Down



Code: [Select]
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


98
Axe / Pulse width modulation
« on: September 24, 2011, 04:34:58 am »
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 :P


99
Axe / Replace Pause x by Freq(a,b)
« on: September 23, 2011, 02:55:09 am »
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

100
TI Z80 / TRAXE2 chiptune tracker
« on: September 22, 2011, 01:20:38 pm »
TRAXE v2 work in progress

[ Invalid YouTube link ]

Versions:
Traxe v1 Latest build + manual

Spoiler for older versions:
Spoiler For Spoiler:
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

101
Other / TI-Nterface (my version of labpro)
« on: September 10, 2011, 09:12:31 am »
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 :P
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 :D

I hope you like this ;D 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?

102
TI-BASIC / Get and Send communication
« on: August 31, 2011, 12:26:16 pm »
I need to know how the Get and Send functions work. Not how to use them, but how they communicate with other devices. I found this picture on the web:
Is it really this simple? Does it just send one byte using this method? No machine id etc.?

103
TI Z80 / [83p] Hero Core
« on: August 22, 2011, 07:24:02 am »
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.
Code: [Select]
[url=http://8times8.host56.com/?p=98][img]http://tinyurl.com/orcpbkp[/img][/url]
Downloads:


If you encounter any bugs: that's normal. They're supposed to be there ;D

104
Axe / 4*4 or 8*8 tiles?
« on: August 19, 2011, 10:11:48 am »
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.

105
Music Showcase / Burning rock - keoni29
« on: July 15, 2011, 12:06:56 pm »
I was messing around with some guitarsynths. Do you like it?
http://updo.nl/file/2397ba9f.mp3
Gimme feedback and thumbs up when you like this.

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