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Messages - Xeda112358
Pages: 1 ... 73 74 [75] 76 77 ... 317
1111
« on: February 22, 2013, 08:25:48 am »
This part of the license wasn't in place before, so when I downloaded the OSes, I did not have this stipulation to agree to. If I need to, I just won't download anymore of their OSes If I want a new OS, I will use a community made one or make my own
1112
« on: February 21, 2013, 07:00:54 am »
I looked at Kerm's code and it appears that bcalls are mostly the same, too.
1113
« on: February 20, 2013, 08:39:50 pm »
I was thinking about it this morning and I would probably make a version that didn't have as many features. It would still have many more features than Grammer 1, but it would probably be about 6000 bytes and use more OS routines. Currently, Grammer uses mostly custom routines to make things faster, so if I used OS routines, I could probably save about 1000 bytes of code Also, I have optimised many routines to be even faster than the Grammer 1 routines (and smaller) so that should help.
1114
« on: February 20, 2013, 08:33:06 pm »
I did some other calculations in class and I have some good news The current LCDs are very slow and cause a big speed bottleneck for ASM games. At 6MHz, it takes about 55 t-states between LCD writes and at 15MHz it takes about 135. On the new LCDs, in a discussion with calc84maniac, I learned that every output/input to the LCD costs an extra 3 cycles. Even so, using the new screen is faster for most sprites at 15MHz. Before I learned about the 3-cycle cost, the routine was faster for every sprite that was 89-pixels wide or less (even faster as it got smaller, compared to doing it on an 84+). I think 16x16 sprites will be pretty popular to deal with the larger screen and because it gets a pretty decent speed boost. What does this mean? Combined with the ability to shift the screen left/right with z-addressing, we could make some pretty fast side scrollers and having enemies on the screen shouldn't be too bad. Also, people were talking about CaDan last night on IRC and the question of bullets was brought up. However, remember that with the old LCDs, we typically copied data to a buffer in RAM (the graph buffer) and then copied to the LCD. Then for bullets, we would use another buffer to store their locations. With the new calc, we will be copying directly to the LCD and we won't need to worry about LCD delays (except the 3-cycle thingy). So we could probably easily manage an average of 100 cycles per bullet. That is less time than it would require to draw a byte to our current LCDs o.O This is great news for things like Grammer's particle engine because this means that it could handle the movement of 150000 particles per second. 150 000 ! Now I am starting to get excited EDIT: Although, with each of the particles, it would probably take about 150 t-states to also compute collisions and choosing a direction to move, so that would actually be more like 60 000 particles per second. So 1000 particles could be handled at 60FPS with multiple colors
1115
« on: February 20, 2013, 08:19:35 am »
For my Samocal RPG it wasn't difficult to make a general AI. In this case, we will need a variable to keep track of which player is attacking and from that we can figure out which players it has to choose from for attacking. If I can find the time, I won't mind trying to work out a decent AI (and I know how to make it learn throughout the battle, too ^_^).
1116
« on: February 20, 2013, 08:03:50 am »
You mean applying monsters' decisiveness to guys of your team ? That effectively can be a good idea for total newbies.
Yes, precisely It shouldn't be that difficult if we already have the AI made.
1117
« on: February 20, 2013, 07:10:14 am »
I tried to write a routine to take a 768-byte buffer of the form we currently use for B/W display and from my calculations, it can manage 20FPS at 6MHz. I was trying to get a head start on making Grammer compatible
1118
« on: February 20, 2013, 07:01:16 am »
Yeah, and if we have the monster AI created, we can give the user the option of setting some players to AI. This way new players who don't know what they are doing don't get destroyed early on.
1119
« on: February 20, 2013, 06:56:38 am »
With Grammer currently you kind of can. With the organisation of Grammer 3, you will be able to use variables that are named, but when the program is precompiled, it will convert variable names to two byte addresses. (It will still keep track of the names, though). I am still trying to figure out a good way to handle string concatenation and external variables.
1120
« on: February 19, 2013, 01:32:01 pm »
If you know the width and height of the rectangle, you can see if W*H:=Line(X,Y,H,W,14
1121
« on: February 19, 2013, 01:17:58 pm »
Xeda, you don't have to update the whole screen at once. For example, TI only updates the current line you're currently typing on, which is much faster, although KermM says it still flickers a little bit. In fact, the screen controller has windowing function, which allows you to confine writes to an arbitrary rectangular section of the screen. So you can just define a window and fill it, without ever having to move the write pointer. I'm reading the data sheet now and will post a WikiTI page summarizing all the features relevant to us.
Wow, so we can define a 16x16 window and just write the 48 bytes to it without updating the pointer (not even to shift the write pointer up/down or left/right to go to the next column or row?) if so, that is pretty awesome. We could also use our own palettes without a problem to draw sprites in nice grayscale. EDIT: By 48-bytes, I mean 768 bytes for a 16x16 sprite.
1122
« on: February 19, 2013, 01:14:02 pm »
Well, on the one hand, I would estimate that drawing a 16x16 sprite will probably be at minimum 30x256 (256 pixels in all for a 16x16 sprite) t-states compared to about 2000 on the current calcs which is about 3.5 times slower on the new screen. Although, since it will be at 15MHz, it will probably be more like 1.5 times slower to draw to the screen.
However, now that I think about it, a 16x16 tile is 2000 cycles, but that doesn't account for byte-boundaries. Since we don't need to worry about that anymore, it might actually turn out to be a bit faster for sprite drawing. Plus, a lot of games that use grayscale will not need to have the LCD updated constantly since the screen supports gray and we can use double-buffering to get the most out of scrolling tilemaps (so we only update what we need to update).
1123
« on: February 19, 2013, 01:01:32 pm »
:If <86: and !Line(Ans,Y,6,6,15 By this, do you mean "If Ans=/=0 and Ans<86:Line(Ans,etc..." ?
The "If <86" part would translate to TI-BASIC as: If Ans<86 and Ans≥0 Then Line(Ans,Y,6,6,15 is used to pixel-test the rectangular region, so !Line(Ans,Y,6,6,15 means in TI-BASIC: not(Line(Ans,Y,6,6,15 ;pretend this still pixel tests the region
Remember that ':' can be used in an If statement to separate different parts. So the line translates to: :If (Ans<86 and Ans≥0) and not(Line(Ans,Y,6,6,15
1124
« on: February 19, 2013, 12:54:41 pm »
Thanks for that information, this could be painful for decent graphics, but at least we know what we are. Too bad they are still clocked at 15MHz max Using an eZ80 would probably have been a better idea to at least take away the sluggish-ness. Did they at least allow key responses while updating the LCD, that way you don't have to wait for the whole screen to update to go to different menus? I mean, I type faster than 5FPS so being able to perform the computations faster than a calculator just because of a slow UI is kind of a turn-off.
1125
« on: February 19, 2013, 12:45:03 pm »
This is why I really think that sprite test detection is much more likely to happen than arbitrary geometry forms detection (not sure about the meaning of my sentence).
Actually, at the assembly level, it is very easy to pixel test on lines or circles (and by very easy, I mean it is as easy as drawing the shape, but a little faster in most cases).
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