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 - Seren

Pages: 1 [2]
16
Other Calculators / Re: Guitar Hero with SOUND on a CALCULATOR!
« on: September 02, 2009, 04:14:54 pm »
Heya Seren and welcome here.

First question, seeing on UTI as you're also from Québec, and how you use the same ISP as me according to your forum profile over here, How do you manage to access the Omnimaga site? Because since this afternoon, I have been unable to access the site without using a proxy and I don't feel it's really safe for me to login through a proxy. :S

Well, yesterday, I had typed a response to the post, then clicked preview, and then the page crashed on me. Omnimaga stayed down for me for quite some time. I had supper, came back, and then it was back up.

Now back on topic, this seems very awesome. Do you think this would work on the TI-Nspire? I got two TI-83+, one TI-83+SE and one TI-Nspire. But one of the 83+ has no link port anymore, the SE is defect and all I got that runs at 15 MHz in 84+ mode is a TI-Nspire. I would really love to play this without emulator at one point :)

I don't know where the buttons would be on the Ti-Nspire, since I've only seen it once in my life, but I see no reason why it shouldn't work. My only worry is that the song won't be played at the right speed (given that it's an emulation) - I've manually counted the clock cycles every single mnemonic and function takes in the gameplay section - in an emulator this probably will no longer hold up (not that I know - does it simulate the proper speed?).

There are some GH games out there for calculators, but none has sound. Same goes for the DDR games on Ticalc. I made two good looking one using TI-BASIC and xLIB (or Celtic), but they have no sound either.

Unfortunately, I was always more into DDR than GH simply because I love electronic dance music, but this is still a major achievement for calculators to have sound inside a game that aren't just small beeps when walking around.

My only complain about the previous version was sound quality but hey, that's a calculator after all :D

Gonna try the new version right away now.

And I seriously hope my hosting provider didn't banned my IP or something because it's annoying to not be able to access my own website normally.

EDIT: Btw, could someone make a song for me? Because your song maker takes way too much RAM on my computer (about 1200 MB) so I can't use it and if I even try, I got to reboot afterward. Here's the song I wanted to get converted. I think everyone on the forums who has been member for a while alerady knows which song I am talking about >.> but here is it:


PM me if you need WAV file

What we need is a program to convert Frets on Fire songs into a format for the calculator. Unfortunately, I have no idea how the notes.mid file is arranged (tried once some time back - had a bit of success, but I gave up). If anyone can document the structure of a midi file, and also specifically for FoF, I could write an (inefficient) program to convert the notes into a usable format for the calculator. This will allow us to have an extremely large base with which to make songs.

17
TI Z80 / Re: Isometric Engine
« on: September 02, 2009, 04:02:33 pm »
I just realized that you don't need a z-buffer. All you have to do is

-Draw the tiles of the top row
-Draw the objects on the top row
-Draw the tiles of the second-highest row
-Draw the objects on the second-highest row
etc.

This would produce the exact same effect as a zbuffer, except without the 6144 bytes and individual bit checking.

18
Other Calculators / Re: Guitar Hero with SOUND on a CALCULATOR!
« on: September 01, 2009, 10:54:00 pm »
Haha, thanks. I'm kind of proud that my first game is receiving such notice. Of course, I chose to make this game because I saw nothing of the kind anywhere on ticalc.org (in fact, I hadn't even known that DDR existed), and it didn't seem particularly hard to make for me.

19
TI Z80 / Re: Isometric Engine
« on: September 01, 2009, 10:52:25 pm »
Can't you make what I think is called a z-buffer? Basically, every pixel on the screen is assigned a value which represents their "distance" from the screen (row 1 could be distance 1, row 2 distance 3, row 3 distance 5, etc.), which would allow for objects with special outlines and stuff. The objects drawn onto the tiles could be given their own distances (If they are on row 1, give them distance 0, row 2 gives 2, row 3 gives 4, etc). That would mean 1-byte per pixel (not 1 bit). I think however that you could easily allocate 6144 bytes of free space in the ram. Of course, with z-buffering you wouldn't be able to use a library, given how slow they are (not that I know, I've never used them), and it would have to be written in pure asm, but hey, that's the fun part.

20
Other Calculators / Re: Guitar Hero with SOUND on a CALCULATOR!
« on: September 01, 2009, 10:45:15 pm »
Hey I got spotted from across the forums!

If you read the end of the topic in unitedti, you would have seen that I was working on rewriting the code with support for 2-bit sound and compression (on average lowering the size by 24%). I finally managed to find the time to complete the new version of the game (attached below). This uses the 15 mHz processor and so does not work on the regular Ti-83+. I still have not gone around to syncing the sound to the notes (I have timestamps for all the notes of the songs in GH1 & GH2, but I don't have any references to real time (such as in seconds). 1 "tick" in that timestamp is equivilant to somewhere between 15.1 and 15.2 milliseconds, but I haven't quite figured out where it lies exactly).

The 3 attached files are the ones I have converted using my new sound format (Sweet Child o' Mine sounds incredibly good). If you happen to find any other older files on unitedti in my thread before compression & 2-bit sound, the notes will work fine but the sound will be gibberish.

Full details on how to play are on my unitedti thread.

You expressed interest in making your own song for Guitar Calculator. I also attached a sample excel file I use to create my songs. I modified it a bit to provide a more user-friendly verison (SampleExcel).

On the left will be the information you need to submit to create the file. Do not modify the values here. On the right, under "Raw" (each set of rows corressponds to a different difficulty-leave it blank if you don't was to use them all), you type in at what time you are supposed to press the note in milliseconds (1000 = 1 second, 2000 = 2 seconds, 5600 = 5.6 seconds). Beside, you put a "0" on the notes you want the user to press when he hits your note/chord. I have an example provided.

Notice that the last note has a "-4" instead of a 0. This is a special case - it is a "note" which tells the program to quit the song (in other words, this represents the time at which the song ends). Don't forget to put it at the end, or else your player will have to manually quit the song themselves using DEL.

The song you would like to use for Guitar Calculator must be presented in a 8.000 kHz, 8-bit, Mono .wav file. You can use your Sound Recorder accessory in Windows XP to convert the wav type if you have it (File>Properties). It also shows you the current form if you need to check the format. Any other form will produce incorrect results, or be refused.

Once you have your notes all prepared in your Excel file, it is time to input the data. Each double-column set on the left of the excel file corresponding to a difficulty must be converted into the following format:

From (this is the Easy version of the sample song I put in randomly)
1000   253
1500   253
etc.

to

1000;253;2000;251;3000;251;4000;247;5000;247;30000;245;50000;243;4464;247;24464;127;
(note that the last number must end with a semicolon)

A simple way of doing this is to copy all the values, and paste them into word. After you paste, in the bottom-right corner, there should be a little briefcase. Click on it and choose to conserve only the text of what you pasted (so that you don't have the information in form of a table).

After that, press Ctrl+F and select "Replace". Search for "^p" and replace all occurences with ";". Now replace all occurences of "^t" with ";". Your information should now be converted into the proper form (a very long line of numbers seperated by semi-colons).

Once that is done, run the attached program (GuitarCalculatorSongMaker3.zip). Choose your wav file (make sure it is in the right format!), and then type in the information it asks for. Note that if your title/artist is too long, it might not fit on the screen. After that the program will start to create AppVars in the same folder as your wav file. Given the fact that the program I made is highly inefficient, you will have to wait a while. Suddenly, when it is done converting the song, it will present a pop-up asking you to paste the information for Easy. Paste the information in the form of the semi-colon-separated list. Do the same for Medium, Hard, and Expert. If you did not include a certain difficulty, leave the input box completely blank. If your input is incorrect, the program will likely crash.

You will now have your AppVars. Test it on your calculator, adjust, then zip it and upload it here.

What was the song you wanted to put on your calculator? One of your own?

Pages: 1 [2]