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 - Keoni29

Pages: 1 ... 135 136 [137] 138 139 ... 168
2041
TI Z80 / Re: GraMusic (Grammer)
« on: February 24, 2012, 10:18:48 am »
O.O Usually it is difficult to do, but simple sound effects should not be hard :)
No sfx aren't hard to implement indeed, but music is possible. (maybe not with grammer, but with ASM or even Axe it'd be possible.)

2042
TI Z80 / Re: GraMusic (Grammer)
« on: February 23, 2012, 05:31:36 pm »
Geez lots of music software around these days. It'd be nice to have some games with music in them.

2043
Other / Re: TI-Nterface (my version of labpro)
« on: February 22, 2012, 04:44:26 pm »
Did you have a powerpoint or something? If so, could we see it?
Yes, but it's written in Dutch which is not neccecarely a problem to you, but others might prefer a translated version.
Why wouldn't it be a problem to me??? I don't know dutch :P
Whoops. Wrong Spyro :) (Yes there are more spyros) There are some visuals indeed. Download attached!

2044
Other / Re: TI-Nterface (my version of labpro)
« on: February 22, 2012, 04:24:44 pm »
Did you have a powerpoint or something? If so, could we see it?
Yes, but it's written in Dutch which is not neccecarely a problem to you, but others might prefer a translated version.

2045
Other / Re: TI-Nterface (my version of labpro)
« on: February 22, 2012, 03:09:58 pm »
The presentation went smoothly :D Of course I will carry on with the Nterface and I will probably have the Axe linkprotocol for Nterface ready this weekend.

2046
TI Z80 / Re: Live chipsound program :TRAXE (TI Real Chipsound engine)
« on: February 21, 2012, 03:26:03 pm »
Video on the live transpose feature:

2047
Other / Re: TI-Nterface (my version of labpro)
« on: February 21, 2012, 05:47:50 am »
Are you using the usb port or the link port? Axe's link commands only use the link port (the usb controller is a semi-undocumented monster)
I use the IO link port. I think I'm gonna use the OS way of communication since there is better documentation of it and perhaps could be used with basic programs.
You should have a way to use the axe link commands, I mean it'd be cool to interface with external hardware with axe. Axe's protocol is very simple, tip is held low to initialize a transfer and ring is used for data transfer. (All times are assuming a 6mhz cpu) You have 10 µs to acknowledge the transfer and there is a delay of 12-18 µs for each bit. The linking routine is provided in commands.inc (which comes with axe) if you want to see exactly what it does. I tested this with a microcontroller I was able to send and receive bytes with axe.

Are you going to share the hardware design/programs? I've been thinking about making some hardware interface for the calc (with spi and i2c ports for sd cards ect.) and it'd be nice if there was a common platform to work with.
That means that the timing is crucial. Can you describe using some sort of pseudocode how the TI handles byte transfer (Axe style)?

2048
Other / Re: TI-Nterface (my version of labpro)
« on: February 20, 2012, 12:50:18 pm »
Hardware is almost done! Next I gotta wire everything up and write some code....

2049
TI Z80 / Re: [WIP] TI84+ Herocore clone
« on: February 20, 2012, 04:00:40 am »
Yeah I know I was just stating about my example. Enemies are included in the tile count too though? ??? Does it mean enemies are part of the tilemap (and thus, cannot move)?
Nope that is not the case. I use so called "enemie tiles" to set the position of the enemies. Once the tilemap is loaded from the appvar the enemies from the enemie set are placed on those tiles. These tiles are treated like if they where not there by the collision engines.

2050
Other / Re: TI-Nterface (my version of labpro)
« on: February 20, 2012, 03:34:14 am »
Are you using the usb port or the link port? Axe's link commands only use the link port (the usb controller is a semi-undocumented monster)
I use the IO link port. I think I'm gonna use the OS way of communication since there is better documentation of it and perhaps could be used with basic programs.

2051
TI Z80 / Re: [WIP] TI84+ Herocore clone
« on: February 20, 2012, 03:32:26 am »
That's good. :) Usually you have enough tiles slots for such game anyway. And if you reach a different area, just switch to a different palette and you're set! :)

In Illusiat series you usually could use only two tile per map because the tilemap info was stored in pictures (every 16x8 map took 16 bytes of RAM) and in some occasions, when reaching a different area of a map the tiles would change, like if you reached a different place, but in fact it was still the same map data. Another example is the Reign of Legends 3 elemental dungeons. Maps were stored in pics and only 3 tile per screen could be used (2 for dynamically-generated walls or cliffs and 1 for the floor). You can see the 4 maps among the others in the middle of this pic (warning: spoilers!)
I need 16 tiles per map since I have certain solid objects in my game such as doors, pipes, dirt and other destroyable blocks. I also use tiles to place enemies. I can save a lot of memory by doing that.

2052
Axe / Re: How to use the link port
« on: February 19, 2012, 03:53:34 pm »
Sorry for the doublepost, but I really need help on getting to know how the AXE protocol works! It's for my TI-nterface schoolproject which has to be finished before the presentations this wednesday!

Please help me out D:

2053
Other / Re: TI-Nterface (my version of labpro)
« on: February 19, 2012, 03:11:30 pm »
Do you have to finish the entire design itself (as in physically, not draft/picture) before the deadline too or if you just need the hardware done?
Just the hardware is fine. I only have to write the software for the communication (which is a pain). I might be able to let BASIC users interface their calcs with the world using BASIC send/get commands. I already have a casing and everything, but the software issue is just a hard nut to crack.

2054
TI Z80 / Re: [WIP] TI84+ Herocore clone
« on: February 19, 2012, 03:06:10 pm »
Good to hear this is still alive and I guess it's a good idea to re-use rooms to save space. I think that's what they did in the NES Metroid. Just make sure that every room won't always look the exact same though lol XD *cough*mana force 1*cough*. In Illusiat 13 for example I have a huge desert somewhere that is not very complex so I just used a few dozen different nearly empty maps for all 200+ desert map chunks. Also most houses and shops re-use the same maps over and over. The rest of the game in general uses different data for every 16x8 map, though.
The game source and boss sprites are gonna take up a lot of memory, so I decided not to have a huge map like a metroid game. Once the rooms are stuffed with enemies you won't get trough quickly so I hope that works. Otherwise I will simply expand the map (reusing the same rooms in the process of course)
Yeah I understand. I was more wondering how many times each map were used and how much variety there was.

By the way if you use half-byte or bit-based compression, you could also switch sprite palettes across dungeons/stages, so you can re-used the same rooms over and over, but with different tiles. This is kinda what I did in Illusiat 7 and 11 for the elemental dungeons. You just need to make sure for example that your game doesn't have only 8 kind of maps possible across 200 rooms, else it might get too repetitive. I guess if you do like the NES Metroid you should be fine, though.
I already use this half byte compression. The original game has around 20 tiles and 4 bits can only store 0-15 this means that one tileset for the normal stages and one for the boss stages is enough. This means that I can store all tileset information in 96/8=12 bytes

2055
Other / Re: TI-Nterface (my version of labpro)
« on: February 19, 2012, 12:51:24 pm »
How much would this cost if it was finished ?! O.o
The cost of the arduino+some components and a casing is around 30-50 dollar. Of course it won't look as good as the design since I don't have a 3d printer :)

I need some help, guys! I can receive bytes with it now! The only problem is that AXE doesn't seem to use the OS linking protocol.
00111110  124
11101001  151
11000000  3
10111111  253
I tried to send an OS variable. Ofcourse this is not possible without knowing how the calcs communicate exactely, so HOW DO THEY DO IT?

Pages: 1 ... 135 136 [137] 138 139 ... 168