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Messages - MGOS
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196
« on: May 29, 2012, 04:58:45 pm »
I don't think 12 bits parallel rom/ram exists irl, so you'll just have to use 8bits instead.
No, it doesn't exist yet, but why not try something new? I wanted to make it as narrow as possible to use only one memory cell for every single command. If you plan making a bigger cpu, maybe use 16 bits. Or a different amount of 8 bit blocks depending on the instruction, but that will make it a bit more complicated.
197
« on: May 29, 2012, 03:48:20 pm »
I built a 4 bit CPU in Minecraft, but I only allowed one cycle operations / instructions, that made it a lot easier. For the decoding I splitted the 12 bit instruction code into a 3 bit OP-code, a 4 bit data part and a 5 bit address part. The OP-code decoder works with an and-gate array selecting the data / address and putting it on the right bus. The special thing about the cpu is the fact that there are two address busses, one for writing and one for reading. That allows fast access of memory and one cycle operations like pushing and loading data from one place to another.
198
« on: May 27, 2012, 04:41:59 am »
That sounds cool, I might pariticipate. Am I allowed to use techniques (e. g. a tilemapper or a savegame organizing routine) not related to any special game I developed before the start of the contest?
199
« on: May 25, 2012, 03:39:02 pm »
The fastest way to access SinReg/Freq is pressing STAT, Right, Up (I know because I used it in many of my sound programs)
200
« on: May 18, 2012, 11:52:40 am »
Instead of using a second program, you could store the maps in different appvars you can archive and unarchive in axe. To create those appvars, it might be helpful to make a map editor.
201
« on: May 01, 2012, 01:15:53 pm »
Maybe use some isometric projection ( that's what I've been working on and doesn't need trigonometry) but also this won't run fast in TI-basic. If you want to make something faster or better looking you may have to learn axe or grammer.
202
« on: May 01, 2012, 11:35:00 am »
Twice (or as often you use it). To prevent that, you can do
"text"->str1 ... text(0,0,str1) ... text(0,6,str1)
203
« on: May 01, 2012, 11:15:37 am »
How long are you going to be staying?
As said, two weeks. But our schedule is full of stuff we want to do.
204
« on: May 01, 2012, 11:01:02 am »
Two things: Firstly, I won't be able to continue any of my project for two weeks, 'cause I'm going to the USA tomorrow (school exchange, yeah!). Secondly, I finally got my super fast (due to 8 bit assembler LUT function and coordinate transformation algorithms) flat tilemapper for any size of map ready: (again, better grey on calc) The program lets you enter the size of the tilemap (only square maps, but other arbitary formats aren't any harder to implement), then it generates some random grey/white tiles and displays it on the screen. You can scroll around with the arrow keys.
205
« on: April 28, 2012, 04:20:06 pm »
As for the tilemappers above, they all run at SE speed. The reason why the xLIB one runs this fast is because all the author does is scrolling up/down and only draw one single row of tiles per frame. Also another reason why it's so fast is that it was written by Builderboy.
Ok, that makes sense. Cause I have only a 83+, I will try it as fast as I can and I hope the games still will be playable.
206
« on: April 28, 2012, 02:01:49 pm »
Wow, those are cool mappers. I think I will make it more like a flat terrain with 3D ish objects, so I do not really need to take care about the layers. Maybe I will do the scrolling with the screen-shifting operations and only draw the tiles shifted in.
The middle one is sped up, right? I don't think TI-basic with xLib runs that fast on a 83+/84+.
207
« on: April 28, 2012, 01:38:38 pm »
The tilemapper isn't finished yet, but I'm able to display a tilemap and scrolle up/down and right/left. The main problem I have to solve is to detect which group of tiles actually needs to be drawn. Because I have a rectangular frame, it could be possible using an array mask with the coordinate offsets to one corner to move the whole map. This would need a lot of data, but once you figured out how that works, it'd be super fast I guess.
208
« on: April 28, 2012, 02:12:25 am »
now can you implement bigger cube? if you do? maybe someone can make FFT...
You can implement whatever you want. That's the strength of this method. The problem is that you need twice as much data for an isometric tilemapper than for a normal (viewn from above, 3-level grey) tilemapper, even though the size of the tiles is the same. The cuby needs atm 48 bytes of data. If you made a flat isometric tilemapper, each (8x8) tile would need 32 bytes of data. You can imagine that an 8x8x8 pixel rough terrain tile or a character would need then 64 bytes. I'm now gonna try to make a flat tilemapper.
209
« on: April 27, 2012, 03:32:47 pm »
I want to see if I can make something similar in Grammer I think I can make it not slow down no matter how many blocks there are.
Intresting. The basic way of transforming (X|Y|Z) (Z is depth) to (A,B) on the screen is: A = 2 * (Ymax + X - Y) B = X + Y + 2 * Z
210
« on: April 27, 2012, 12:21:12 pm »
Here's the download: Keys: Horizontal cursor movement: vertical cursor movement: Add block: Remove block: Clear all: Calculate random terrain (in progress): Exit without deleting:
| Keypad 7|8|4|5 (just like the directions in the space) + (deeper) - (higher) 2nd (Hold and move for staight lines) ALPHA DEL MATH CLEAR
|
Because of the lag if there are many blocks, you sometimes need to hold a key instead of just a short click. The model is saved to the first 64 bytes of L1, so it stays if you leave. The Axe app and other programs use this space, so you can get some interesting shapes (e.g. if you compile).
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