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TI-Nspire / Re: Mode 7 engine
« on: January 30, 2013, 11:21:21 am »
Thanks for adding CX support! I would do it myself, but I don't have a CX or the boot1 ROM for the emulator.
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TI-Nspire / Re: Mode 7 engine« on: January 30, 2013, 11:21:21 am »
Thanks for adding CX support! I would do it myself, but I don't have a CX or the boot1 ROM for the emulator.
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TI-Nspire / Re: Mode 7 engine« on: January 29, 2013, 10:45:34 pm »
I believe you were asking for the source code hoffa, so here it is for anyone who wants to take a look. Also, now it supports multiple (crappy procedural) textures (but there's nothing stopping you from loading them from a file) as well as solid colors. On the map, squares with 0-15 in them are interpreted as the color, and when n >= 16, the texture with id n - 16 is used.
EDIT: Uploaded wrong version, fixed, and added screenshot. 213
TI-Nspire / Re: Mode 7 engine« on: January 29, 2013, 08:28:24 pm »
Thanks! I haven't been using nSDL, so I just switched to reading the timer directly. However, back when I was using SDL_GetTicks(), it was returning zero on the emulator as well.
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TI-Nspire / Re: Mode 7 engine« on: January 28, 2013, 11:51:45 pm »
As promised, here are some textures! I also made movement dependent on the direction the camera is facing, rather than a fixed direction for each key as it was previously.
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Other / Re: The WiiU is powerful« on: January 27, 2013, 09:28:01 pm »
1280x1024 is actually a 5:4 aspect ratio. You want 1280x960 which is 4:3 and also twice that of 640x480 so 2D GUI elements will look the best.
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Other Calculators / Re: The Biggest Resultant Matrix« on: January 27, 2013, 09:26:28 pm »Now do it for the TI-Nspire CX.Do those have 128MB of RAM, or just 128MB of flash and 32MB RAM? 217
Other / Re: The WiiU is powerful« on: January 27, 2013, 06:33:07 pm »If you have a powerful enough PC, you can use Dolphin to emulate Wii games at as high a resolution as you want. You can also have it patch in higher resolution textures on the fly if you happen to have some, and use antialiasing and per pixel (rather than per vertex) lighting.Wind Waker HD is also known as emulation through Dolphin. Thanks to the liberal use of Cel-shading, model quality is less important, and you can get extremely high resolutions, not to mention filtered texturesYEah I like how in emulators you can get higher resolution than original consoles. Some Nintendo 64 games look better that way, although if there are 2D sprites they can look weird and blurry. On the Xbox 360 I remember if you played Xbox games you could get HD resolution too. I wish it was the case with Wii games on the WiiU. 218
TI-Nspire / Re: Mode 7 engine« on: January 27, 2013, 12:14:01 pm »
I am using my own 16.16 fixed point number routines in most of the code. It should be faster than using a library because I can write only the features I need for this.
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TI-Nspire / Re: Mode 7 engine« on: January 26, 2013, 09:35:01 pm »
It should run at about the same speed no matter how large the map is, possibly a little slower because there would be more cache misses with a larger map.
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TI-Nspire / Re: Mode 7 engine« on: January 26, 2013, 07:36:51 pm »
I can do that, I just changed the height of the camera sometime between those two screenshots. The one you mentioned was taken with height = 16, and the last one I uploaded was at height = 2. Actually, when I plan on doing texture mapping, what is each square ATM will have a whole texture in it.
Here's a screenshot with height = 32: 221
TI-Nspire / Re: Mode 7 engine« on: January 26, 2013, 04:43:21 pm »
uart_printf is in nspireio2.h, and it works fine. I guess it's to differentiate printing to the screen or RS232. I was using that because the regular printf was not working for me for some reason. Anyways, I fixed the bug calc84 pointed out and another one where part of the code thought the angle was stored in a floating point number which I had neglected to change when I switched to the fixed point trig functions and rotation works now Tilemapping is next on my list.
EDIT: Tested on the actual calculator (Clickpad Nspire), and it runs at 35fps. EDIT: Enabling -O3 in gcc increases it to 44fps on the calculator. 222
TI-Nspire / Re: Mode 7 engine« on: January 26, 2013, 09:05:59 am »
Looks like it is doing the same thing, but at a lower resolution so you can't see the trapezoid shape.
EDIT: So I'm having trouble running this code that tests my fixed point sine and cosine functions. The input and output are 16.16 fixed point numbers, and there is four units (in fixed point, so it would be an integer 4 << 16) to a rotation. When I run it, I get this: Code: [Select] Error at PC=00000104: Invalid condition code This is the actual code, to compile, just put it in main.c and compile with the Ndless SDK. (Or however else you compile Ndless programs). Code: [Select] #include <os.h>
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TI-Nspire / Re: Mode 7 engine« on: January 25, 2013, 10:43:28 pm »
Well, I've got rotation by a fixed angle working, and it still runs >60FPS at full resolution. (Not that it matters given how slow the response time of the LCD on the actual thing is.) Now to write *accurate* trig functions so I can change the angle dynamically. Also - screen tearing is from the emulator, not the program.
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Other / Re: The WiiU is powerful« on: January 25, 2013, 01:09:52 pm »Doesn't the Wii have an external chip to emulate a GC?The Wii has the same CPU/GPU architecture as the GC, clocked higher. It also adds a more advanced coprocessor for I/O, and hardware for Bluetooth, USB, and SD cards, but was otherwise essentially the same. 225
Other / Re: The WiiU is powerful« on: January 23, 2013, 05:41:55 pm »
The next gen Playstation and Xbox are going to have GPGPUs as well.
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