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Messages - Keoni29

Pages: 1 ... 136 137 [138] 139 140 ... 168
2056
Axe / Re: How to use the link port
« on: February 19, 2012, 11:25:50 am »
I found these. I dunno if it works like this with axe.

2057
TI Z80 / Re: [WIP] TI84+ Herocore clone
« on: February 19, 2012, 04:58:48 am »
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)

2058
Other / Re: TI-Nterface (my version of labpro)
« on: February 18, 2012, 04:00:21 pm »
I, and many others, including you Keoni, have been wanting to interface the calculators serial with an Arduino. I've coded only sparsely in my life, just enough to get by. I use lots of example code to write programs, they're my crutch. So basically what I have right now is a Arduino program that sends a byte repeatedly through the link port using Kerm Martian's whitepaper on the Calcnet protocol to fix my timings. But the calc still receives nothing. I am using two programs on the calc to receive a byte. The built in GET command and my Omnicalc linkreceive() command. Neither of these get anything from my program on the Arduino. Here is my code:

Code: [Select]
#include <SPI.h>

int Data = 6; //Data or TIP or RED
int Clock = 7; //Clock or RING or WHITE
byte DRead = 0;
byte DataByte = 0;

void setup()
{
  Serial.begin(9600);
  delay(1000);
  Serial.println("Awesome Sauce! :)");
}

void loop()
{
  sendByte(127);
}

int sendByte(byte DataByte)
{
  //initialize the contact with the mothership

  pinMode(Data, OUTPUT);
  pinMode(Clock, OUTPUT);
  digitalWrite(Data, HIGH);
  digitalWrite(Clock, HIGH);
  delayMicroseconds(1000);
  digitalWrite(Clock, LOW);
  delayMicroseconds(9000);
  digitalWrite(Data, HIGH);
  digitalWrite(Clock, HIGH);
  delayMicroseconds(52);
  delayMicroseconds(110);
  digitalWrite(Data, LOW);
  digitalWrite(Clock, LOW);
  delayMicroseconds(52);
  digitalWrite(Data, HIGH);
  digitalWrite(Clock, HIGH);
  delayMicroseconds(42);

  //send data now
  int BitIncrement;
  for(BitIncrement<=7; BitIncrement++;)
  {
  int SendBit;
  bitRead(DataByte, BitIncrement);
  digitalWrite(Data, SendBit);
  delayMicroseconds(17);
  digitalWrite(Clock, LOW);
  delayMicroseconds(35);
  digitalWrite(Data, HIGH);
  digitalWrite(Clock, HIGH);
  delayMicroseconds(52); 
  }
}

int recieveByte(void)
{
  //initialize contact with the daughtership
 
  pinMode(Data, INPUT);
  pinMode(Clock, INPUT);
  DRead = digitalRead(Data);
  return DRead;
}
I borrowed a usb interface a while ago. I was able to recieve bytes with it from the TI-84+, so I'm trying to port the software to the arduino and hope it will work :)

2059
ASM / Re: Count to 10,000 in ASM
« on: February 18, 2012, 11:31:15 am »
You might wanna skip frames :)

2060
Other / Re: TI-Nterface (my version of labpro)
« on: February 18, 2012, 05:47:44 am »
I'm working on the device right now. I hope it's finished by Wednesday! (otherwise I am f*ckd)

2061
TI Z80 / Re: [WIP] TI84+ Herocore clone
« on: February 18, 2012, 05:27:50 am »
I have been working on a new way to save the map data (in appvars). I'm gonna check how Daniel saved the levels. I have the source of his game.
Edit:Hmm he just made one big tilemap. I will have to re-use rooms since it takes lots of ram to make all rooms unique. Much like metroid did it.
I will have a 12*8 worldmap. Every tile on the worldmap represents a room/empty space. Every tile on the worldmap takes one byte for the tilemap and another 3 bytes for the enemies and some data. Then you have the gamedata such as opened doors etc. which will also take up some memory(probably another byte per room).
12*8*4=384 bytes

As I told you I will re-use rooms, so let's say I want 30 rooms to choose from. (There 12*8=96 rooms max, so this means that every room has to be used at least 3 times. Besides there are some blank spots without a room in it on the worldmap)
tilemap: 11*8 / 2=44 bytes (since each tile takes up 4 bits)
tileset: 1 byte
_______________________+
Total:45 bytes per room

45*30=1350 bytes

So the world will take up around 1800 bytes which is acceptable.

I will have to do some minor changes to a lot of code to implement this, so this is gonna take a while.

2062
Fruit Ninja / Re: Fruit Ninja
« on: February 18, 2012, 05:24:57 am »
Sweetness

2063
Axe / Re: EXA: Scale up sprites
« on: February 17, 2012, 11:03:00 am »
My routine is much quicker since it doesn't scale partially.

2064
Axe / Re: EXA: Scale up sprites
« on: February 17, 2012, 04:13:45 am »
How fast does this runs by the way? I'm curious if it could be used in-game. I made a scaling routine for 8x8 sprites back then, which, however, used 8x8 plain white or black squares and thus, the bottom and right were weird if I remember. It ran at around 10 fps. Not really useable in a real-time animation, but one person could simply pre-render each instance of zoomed up sprite prior the main game loop then temporarily store them into a buffer and displayed when needed.
I will try to render it 1000 times and see how long it takes.

2065
TI Z80 / Re: TI Real Chipsound engine
« on: February 16, 2012, 01:32:20 pm »
I've decided that this program is from now on ment for live operation. Therefore the following has been added to the latest release: Live transpose. You can transpose a song while playing by tapping the corresponding keys on the keyboard:
 
[on] [sto]     [log][x2] [x-1]
  C#   D#        F#   G#   A#

 C    D    E    F    G     A     B     C
[ 0]  [1] [4]  [7]  [,] [sin][apps][x,t,o,n]


I planned these features:
Sync two calcs using the linkport.
Tune calcs manually (You will have to tune all 24 notes in the lookup-table since it's the most accurate way to do it)
Keyboard mode (use the transpose keys as a normal keyboard)
Up to 4 different patterns to edit and access live(number may eventually increase)

I find it very entertaining to use the transpose function with my one hand while playing my yamaha keyboard with my other hand :)

2066
TI Z80 / Re: TI Real Chipsound engine
« on: February 16, 2012, 02:44:23 am »
Some guy made this with it: http://soundcloud.com/beefinator-2/music-made-on-a-friggin-ti-84
With some further improvements it woulda sounded even better

2067
Axe / Re: Sprite/Picture rotating
« on: February 15, 2012, 06:59:58 am »
I have a question concerning this particular routine. Would it work for 8x8 sprites?  
EDIT: Also how would go about it so that when I press a button the rotation occurs to a certain degree depending on how long u held it for?

Yeah, offcourse. This routine works for any sprites, any size. If you store each black pixel's coordinate to the memory before the main loop, it'll be much faster.
Nice one. Now add grayscale, zooming and skewing.

2068
Axe / Re: input in axe?
« on: February 15, 2012, 06:58:04 am »
http://ourl.ca/4129/122465

I have used this one multiple times.
:o nice. That might come in handy at some point!

2069
Other / Re: electronic project
« on: February 02, 2012, 01:57:58 pm »
yay, i got my breadboard, some leds, condensators, resistor and diodes, they didn't have any transistors Ö so now i con't yet make something useful, just some leds in parallel and serie lol
You can make passive filters with those. Google RC low-pass filter and RC hi-pass filter. Those filters modify audio signals for example.

2070
Axe / Re: Routines
« on: January 31, 2012, 02:34:18 pm »
http://ourl.ca/15074
A routine which draws a sprite scaled.
I think this got lost in the threads of time, but meishe91, DJ_O, and Quigibo came up with some really neat scalers (for partial sizes, even) on this page: http://ourl.ca/60160
Cool! I haven't seen that one before. I wrote my routine at school today, because I was bored :)

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