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Messages - fb39ca4
Pages: 1 ... 8 9 [10] 11 12 ... 126
136
« on: December 20, 2013, 06:38:35 pm »
Update time! Spasm has been very uncooperative, so it is now relegated to assembling the first page of the app, and I have put together some scripts to piece together the rest and run rabbitsign on the result, so now you can see the full video. I also made the switch to 60Hz interlaced, allowing me to time the audio better when I implement it. This has the side effect of making the GIF look very ugly, but it shouldn't be as noticeable on a real LCD with display blur. (Suggestion for Wabbitemu devs - instead of trying to detect grayscale and display the appropriate shade, simulate the LCD's motion blur.) If you run this on actual hardware, you should hear an A if you plug in speakers, as a proof of concept that sound is possible alongside video. I also have in the works better compression, by switching between RLE-encoded full frames and p-frames (stores changes from previous frame) encoded similar to this, as suggested by Juju. I already wrote the encoder and it appears to give a 30% reduction in size compared to only RLE, but I still need to write the decoder for it.
137
« on: December 20, 2013, 05:22:18 pm »
That looks like the first pong game I wrote for the Nspire in C
138
« on: December 20, 2013, 04:56:02 pm »
Huh, there's a unicode character for everything.
139
« on: December 20, 2013, 04:54:17 pm »
Keep in mind they have only got this working on two very specific laptop models.
140
« on: December 20, 2013, 01:02:44 pm »
Just tried it, and it made spasm crash. I'm just going to merge the pages and sign manually from now on. Is there a way for spasm to pad a .bin output file to 16kb?
141
« on: December 20, 2013, 12:29:08 pm »
I've got .bin files for all the pages padded with zeroes to 16384 bytes. To use them with spasm, is this what I should do for each page x?
defpage(x) #import "bin/pagex.asm"
142
« on: December 20, 2013, 10:16:59 am »
An alternative method is to graph in parametric mode, where Y = T and X = f(T). Make sure you set TMin and TMax equal to YMin and YMax.
143
« on: December 18, 2013, 07:47:27 pm »
If I am understanding this correctly, reading the counter port will not give the current count of the timer, only the value you wrote into it, correct?
EDIT: Thanks, worked perfectly!
144
« on: December 18, 2013, 07:38:35 pm »
If it is resetting to the previous value, how do you start it again?
145
« on: December 18, 2013, 07:20:49 pm »
I'm trying to make the main loop of my program run at 30Hz. Here is how I set up timer 1 at the beginning of my app:
;set timer 1 to not loop, not interrupt ld a, $00 out ($31), a ;set timer 1 to 993Hz ld a, $41 out ($30), a ;set timer 1 count down from 33 for effective framerate of ~30Hz ld a, 33 out ($32), a
And at the beginning of my loop (which is copied to appBackupScreen), I have this:
in a, ($32) cp 0 jp nz, appBackupScreen ld a, 33 out ($32), a ld a, $00 out ($31), a ;rest of code goes here
I'm pretty sure what I am doing is setting the timer to 993Hz, disabling repeats and interrupts, and at the beginning of the loop polling the timer until it is zero, then continuing with the rest of the code. However, it gets stuck in the polling loop. According to Wabbitemu's debugger, register A has a value of 33 (decimal), indicating the timer is not counting down. If I jump over the polling loop in my code, everything else runs perfectly.
146
« on: December 18, 2013, 09:13:11 am »
Didn't someone make this already?
Download link or it didn't happen.
If this is the same video I'm thinking of, then I agree. If it was real, we would have heard about it on one of the calculator forums. @Keoni: That is actually the link that fb39ca4 posted in IRC yesterday. I think that is what inspired this project (as that one is suspected of being fake). I thought to myself "That would actually probably work pretty well on calc, and I assumed he thought the same.
@fb39ca4: When I saw your topic about flash pages, I had a suspicion that you might be attempting this. This is looking fantastic so far.
Actually, I first saw this video and thought it would be neat if it actually was a thing on a Gameboy. Then I discovered it had already been done, so I decided to do it on a calculator. I actually didn't see the allegedly fake video until after I had started on this. But even if that one is actually legit, it doesn't have any sound.
147
« on: December 17, 2013, 11:20:28 pm »
If you aren't familiar with the song/video, see here. Seeing that people have made demos for the NES and Gameboy Color, I thought I'd try my hand at making one for a calculator. So far, I've got an RLE encoder written in Python, and a z80 ASM routine to decompress and display the video. It's running in 6Mhz mode right now, with video stored at 30fps but displayed at an unregulated framerate (how do I regulate it?), and I hope to add sound with 15Mhz. The reason the GIF cuts off halfway through the video is because spasm hangs during the first pass when I try to add more than 39 pages to the application. (I need 76 for the whole video) If anyone knows a workaround, please do tell me.
148
« on: December 17, 2013, 05:59:56 pm »
I've got that particular problem with spasm fixed. (There's another one I'll tackle later.) However, the data I expected to be in the next page of my app is not there. My program reads the current page from port $06, and sends back that number plus one to go to the next page. My application was stored in page 69 of flash according to the Wabbitemu debugger, but page 6A was filled with 0xFF.
149
« on: December 17, 2013, 05:13:46 pm »
Self modifying brainf*** would be interesting to see, but it would require the code to be placed in the same address space as the data.
150
« on: December 17, 2013, 12:42:54 pm »
Bump. I still can't solve this problem, which is the only thing holding me back. Spasm says the pages are skipped, then says they are added to the app, but when I look at the Wabbitemu debugger, the pages are filled with zeroes. Is there a sample multipage app I can look at to see if I am doing anything wrong?
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