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Messages - Spenceboy98
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76
« on: August 29, 2013, 06:42:41 am »
*BUMP* Could one of you help make this faster? What exactly should I do instead of my if statement?
77
« on: August 28, 2013, 04:41:14 pm »
Switch case doesn't really help the speed much. How would I use the info on that link to help(I can't seem to wrap my mind around it)?
78
« on: August 28, 2013, 06:43:14 am »
Yeah, now it works. It's much slower than before, though.
Yeah, I figured(slower on the gray too). Have you made a conditional branch/jump or something smarter ? Remember that using an if inside a setPixel is most likely time cretical. You may want to use faster designs like function pointers.
Branch/jump? By "if inside a setPixel", do you mean like this?: if(has_colors) setPixel(x,y,color,buffer);
What could be a faster way to do it? Edit: I'll try a switch statement when I get home from school today.
79
« on: August 27, 2013, 07:51:14 pm »
Here, try the one attached to this post. I think it should work this time.
80
« on: August 27, 2013, 07:01:49 pm »
Okay, thanks! I think I've made it cross compatible with both(attached). It works fine, but a little slower, on the gray Nspire. Hopefully it works for CX.
81
« on: August 26, 2013, 11:59:36 pm »
Glad to see you're still working on this and especially that you added colors! By the way you should really add stuff on each sides of the screen or move the tunnel on one side then add stuff on the other side, such as an HUD with score and credits.
I probably won't try this now, though, unless this runs on any Ndless version released within the last 6 months (installing Ndless takes 5 hours because my battery is always depleted due to not using my calc often, and Ndless requires to charge it completely before being sent)
Compiled with ndless-v3.1-beta-r825-sdk. I think that's a newer version.
82
« on: August 26, 2013, 11:42:54 pm »
*BUMP* It definitely hasn't been 24 hours, but I felt I should update.
There are two files attached to this post. One in CX, and one is non-CX(though the gray should work just fine on CX). I'd like for tests and screenshots please(I hope it works). Also, if you test it, can you tell me how fast the CX one goes(if it works)?
83
« on: August 26, 2013, 10:46:42 pm »
With that makefile, it gives me the attached file. Can you confirm that it works(I can't tell with a non-cx)?
84
« on: August 26, 2013, 10:03:58 pm »
Either one of the functions you didn't post is the problem, or something with your SDK or makefile is wrong. It works without a problem after I built it. I'm pretty sure it's a problem with your makefile or Ndless, since my (working) build is 13kb whereas your broken build is almost 700kb big. Maybe all you have to do is replace "nspire-ld" by "nspire-ld-bflt" in the makefile. If it still doesn't work, could you post the makefile?
Here's my makefile: GCC = nspire-gcc LD = nspire-ld GCCFLAGS = -O2 -Wall -W -marm LDFLAGS = OBJCOPY := "$(shell which arm-elf-objcopy 2>/dev/null)" ifeq (${OBJCOPY},"") OBJCOPY := arm-none-eabi-objcopy endif EXE = Tunnel.tns OBJS = Tunnel.o DISTDIR = ../ vpath %.tns $(DISTDIR)
all: $(EXE)
%.o: %.c $(GCC) $(GCCFLAGS) -c $<
$(EXE): $(OBJS) $(LD) $(LDFLAGS) $^ -o $(@:.tns=.elf) -lRGB mkdir -p $(DISTDIR) $(OBJCOPY) -O binary $(@:.tns=.elf) $(DISTDIR)/$@
clean: rm -f *.o *.elf rm -f $(DISTDIR)/$(EXE)
I tried changing what you said and it just gave me this error: c:\Users\Kids\Downloads\ndless-v3.1-beta-r825-sdk\ndless-v3.1-beta-r825-sdk\yagarto\bin\arm-none-eabi-objcopy.exe:Tunnel.elf: File format not recognized make: *** [Tunnel.tns] Error 1
Do you see anything wrong?
85
« on: August 26, 2013, 09:14:41 pm »
You normally don't need lcd_incolor() if you don't have a lcd_ingray() earlier in your program. It still doesn't work, it only shows a black screen. Or do I need something else than texture.bmp.tns and Tunnel.tns in the same directory? Could you post the code?
Here is my code: #include <os.h> #include "math.h" #include "nCOMMON.h" #include "touchpad.c"
#define R5G6B5(r,g,b) (is_cx ? (((r) << 11) | ((g) << 5) | (b)) : ((int)( 0.229 * (r) + 0.587 * ((g) / 2) + 0.114 * (b)) / 2))
int nRC_enableRelativePaths(char **argv) { char buf[256], *p; strcpy(buf, argv[0]); p = strrchr(buf, '/'); if (!p) return -1; *p = '\0'; return NU_Set_Current_Dir(buf) ? -1 : 0; }
uint16_t* nRC_loadBMP(char *path) { int size, offset, i, x, bpp, r, g, b; uint16_t *returnValue, color; FILE *temp = fopen(path, "rb"); if(!temp) { printf("Could not open %s\n", path); return NULL; } // Check if the file's 2 first char are BM (indicates bitmap) if(!(fgetc(temp) == 0x42 && fgetc(temp) == 0x4d)) { printf("Image is not a bitmap\n"); fclose(temp); return NULL; } // Check the bits-per-pixel format of the bitmap and converts color accordingly fseek(temp, 0x1c, SEEK_SET); bpp = fgetc(temp); // Gets the 4-bytes numbers of bytes representing pixels, situated at 0x22 // Note that a same size can represent a different number of pixels, depending on bpp fseek(temp, 0x22, SEEK_SET); size = fgetc(temp) | (fgetc(temp) << 8) | (fgetc(temp) << 16) | (fgetc(temp) << 24); // Gets the 4-bytes offset to the start of the pixel table, situated at 0x0a fseek(temp, 0x0a, SEEK_SET); offset = fgetc(temp) | (fgetc(temp) << 8) | (fgetc(temp) << 16) | (fgetc(temp) << 24); fseek(temp, offset, SEEK_SET); switch(bpp) { // Monochrome bitmaps have 1 bit per pixel : 0 is full black, 1 is full white case 1: returnValue = malloc(size * 8 * sizeof(int)); if(!returnValue) { printf("Could not allocate memory"); fclose(temp); return NULL; } for(i = size - 1; i >= 0; i--) { color = fgetc(temp); for(x = 0; x < 8; x++) { returnValue[i * 8 + x] = (color & (1 << x)) ? (is_cx ? 65535 : 15) : 0; } } break; // 16-colours bitmaps have 4 bits per pixel, corresponding to a grayscale. // Fortunately, the non-CX screen uses the same pixel format. case 4: returnValue = malloc(size * 2 * sizeof(int)); if(!returnValue) { printf("Could not allocate memory"); fclose(temp); return NULL; } for(i = size - 1; i >= 0; i--) { x = fgetc(temp); color = x & 0x0f; returnValue[i * 2] = is_cx ? ((color * 2) << 11) | ((color * 4) << 5) | (color * 2) : color; color = (x >> 4) & 0x0f; returnValue[i * 2 + 1] = is_cx ? ((color * 2) << 11) | ((color * 4) << 5) | (color * 2) : color; } break; // 256-colours bitmaps have 8 bits per pixel, corresponding to an index in a palette. // So we must add the 8-bit value to the start of the palette to get the 32-bits colour of the pixel. case 8: printf("Paletted bitmaps not supported\n"); fclose(temp); return NULL; break; // 65536-colours bitmaps have 16 bits per pixel, corresponding to the R5G6B5 colour format. // Fortunately, the CX screen uses the same pixel format. case 16: size >>= 1; returnValue = malloc(size * sizeof(int)); if(!returnValue) { printf("Could not allocate memory\n"); fclose(temp); return NULL; } for(i = size - 1; i >= 0; i--) { color = (uint16_t)(fgetc(temp) | (fgetc(temp) << 8)); returnValue[i] = (is_cx ? color : ((int)( 0.229 * (color >> 11) + 0.587 * ((color >> 6) & 0x1f) + 0.114 * (color & 0x1f)) >> 1)); } break; // 16777216-colours bitmaps have 24 bits per pixel, being 8 bits for red, 8 for green and 8 for blue. // Unfortunately, no TI-Nspire screen supports this format for now, so we have to scale it down to R5G6B5 // even if this means that we loose some quality. case 24: size /= 3; returnValue = malloc(size * sizeof(int)); if(!returnValue) { printf("Could not allocate memory"); fclose(temp); return NULL; } for(i = size - 1; i >= 0; i--) { b = fgetc(temp); g = fgetc(temp); r = fgetc(temp); returnValue[i] = R5G6B5((int)(r / 8), (int)(g / 4), (int)(b / 8)); } break; // This format is the same than the previous one, except that it includes an alpha byte to determine the transparence // degree of the pixel. I never planned to support transparency anyway. case 32: printf("32-bits bitmaps not supported\n"); fclose(temp); return NULL; break; default: printf("Format not supported\n"); fclose(temp); return NULL; break; } fclose(temp); return returnValue; }
#define texWidth 64 #define texHeight 64 #define screenWidth 240 #define screenHeight 240
int w = 240, h = 240, x, y;
uint16_t *texture;
int distanceTable[screenWidth][screenHeight]; int angleTable[screenWidth][screenHeight]; int buffer[screenWidth][screenHeight];
void sprite1(void *buffer, int *data, int x, int y, int width, int height){ int i, j; for(i = 0; i < height; i++){ for(j = 0; j < width; j++){ if(x+j < 320 && x+j > 0 && y+i < 240 && y+i > 0){ setPixel(x+j, y+i, data[i*width+j], buffer); } } } }
uint16_t RGBColor(uint8_t r, uint8_t g, uint8_t b) { return ((r / 8) << 11) | ((g / 4) << 5) | (b / 8); }
uint16_t HSLtoRGB(int h, float s, float l) { float r = 0.0f; float g = 0.0f; float b = 0.0f; float c = (1-fabs(2*l-1))*s; float tc = c*(1-abs(h%2-1)); switch(h/60) { case 0: r = c; g = tc; break; case 1: g = c; r = tc; break; case 2: g = c; b = tc; break; case 3: b = c; g = tc; break; case 4: b = c; r = tc; break; case 5: r = c; b = tc; break; default: break; } float m = l-c/2; r += m; g += m; b += m; return (uint16_t)(((int)(r*32)<<11)|((int)(g*64)<<5)|((int)(b*32))); }
int main(int argc, char *argv[]) { char *screen; screen = (char*)malloc(SCREEN_BYTES_SIZE * sizeof(char)); // just a buffer if(!screen) { exit(0); } clearScreen(RGBColor(0,0,0), screen);
if(nRC_enableRelativePaths(argv)) { printf("Couldn't change directory\n"); exit(0); } texture = nRC_loadBMP("texture.bmp.tns"); if(!texture){ free(screen); exit(0); } initTP(); for(x = 0; x < w; x++) for(y = 0; y < h; y++) { int angle, distance; float ratio = 32.0; distance = (int)(ratio * texHeight / sqrt((x - w / 2.0) * (x - w / 2.0) + (y - h / 2.0) * (y - h / 2.0))) % texHeight; angle = (0.5 * texWidth * atan2(y - h / 2.0, x - w / 2.0) / M_PI); distanceTable[x][y] = distance; angleTable[x][y] = angle; } float animation = 0; int shiftY = (unsigned int)(texHeight * 0.25); //begin the loop while(!isKeyPressed(KEY_NSPIRE_ESC)) { animation = animation+0.04; readTP(); int TZ = getTouchedZone4(); //calculate the shift values out of the animation value int shiftX = (unsigned int)(texWidth * 1.0 * animation); if(isKeyPressed(KEY_NSPIRE_RIGHT) || TZ==6) shiftY++; if(isKeyPressed(KEY_NSPIRE_LEFT) || TZ==4) shiftY--; for(x = 0; x < w; x++) for(y = 0; y < h; y++) { //get the texel from the texture by using the tables, shifted with the animation values int color = texture[((unsigned int)(angleTable[x][y] + shiftY) % texHeight)*texWidth+((unsigned int)(distanceTable[x][y] + shiftX) % texWidth)]; buffer[x][y] = color; } sprite1(screen, buffer[0], 40, 0, 240, 240); display(screen); clearScreen(RGBColor(255,255,255), screen); } free(screen); endTP(); return 0; }
It keeps giving me the black screen too.
86
« on: August 26, 2013, 06:10:03 pm »
Tried color support again(attached). Don't know if it works because I have no CX. This time I'm trying RGBlib (btw, do I need to put the lcd_incolor() for RGBlib?). Use a texture from other post.
87
« on: August 26, 2013, 04:58:39 pm »
This sucks. :'( Now, if someone wins an Nspire CX in a contest/giveaway thing hosted by TI, they'll probably get the one with the bad OS.
88
« on: August 25, 2013, 06:58:46 pm »
I'm thinking about releasing a demo soon. These will probably be the bugs and downsides: - No loading images too big or re-sizing too big(173*173 is the biggest square you can make; has to equal to or less than 30000 in all because of memory reasons) - No filling in too large areas(it resets the calc; if you're going to do it, make a few boxes or circles and then fill them one at a time) - 24-bit pics load backwards(negative heights not handled either) - The "Save" function doesn't work right(just use "Save As") - Scaling doesn't let you make it too big(Once the scaled image is over around 112 width or height, it gets glitchy) New things since I last posted: - Two colors(you can use the second one by using ALPHA instead of SHIFT; also when picking the color picker too) BTW, the 24-bit loading works because it converts it to R5G6B5 and it might reduce the quality of the pic depending on what pic you use. It saves as 24-bit, and you don't have to type the file extension in the box. Also, you can't type lowercase, bu this might be fixed in a later version. If you type in the same name as another file, it will replace it. Hopefully I'm not forgetting anything(I probably am )...
89
« on: August 24, 2013, 09:26:16 pm »
There was a guy on tumblr who freaked out about this because people shouldn't have that much power. XP Everyone on tumblr calls him the guy who hates Moreos.
90
« on: August 14, 2013, 02:08:53 pm »
This is so old(and very creepy)!
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