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Messages - fb39ca4
Pages: 1 ... 15 16 [17] 18 19 ... 126
241
« on: January 09, 2013, 08:30:21 pm »
Why not have a separate collision texture? The Nspire has the RAM to do it. With that you could even have multiple types of surfaces, for example normal track, off-track but still traversable regions that slow you down, and speed boosting surfaces.
242
« on: January 09, 2013, 02:19:36 pm »
Here's my wallpaper. I took this screenshot in Minecraft, and applied SMAA antialiasing. (Download the precompiled demo if you want to try it.)
243
« on: January 09, 2013, 01:04:53 pm »
Oh, so that's why. Now it works fine, but it only shows up as full numbers which I guess is good enough.
244
« on: January 09, 2013, 12:56:19 pm »
I think I'm doing something wrong, because SDL_GetTicks always returns 0. Are you sure about that? Did you try printing out the value it returns? I just tried it on the emulator and seems to be working.
Yes, I used uart_printf and it displayed 0. Anyways, I figured out how to read the timer value directly, and that works fine. However, the frame time to floats isn't working for some reason. I used: float floatFrameTime = (float)(time - oldTime); uart_printf("\n%u %f", time - oldTime, floatFrameTime); time-oldTime displays correctly (it is usually in the range of 360 - 500, measured in 1/32768ths of a second), but floatFrameTime always prints 0.00.
245
« on: January 09, 2013, 12:09:45 pm »
So it's even slower on a CX. Movement is done in increments of 1/8 of a pixel on the map, so you need 64 * 8 = 512 frames to cross the map, which works out to ~20FPS. Could it be because the screen buffer is stored in SDRAM on the CX instead of the SRAM on non-CX calcs?
246
« on: January 09, 2013, 11:44:42 am »
I think I'm doing something wrong, because SDL_GetTicks always returns 0. Also, on my calculator, it only runs at 35 FPS . Of course, with the horrible LCD response times, it's not much of a difference. Can someone test this on their CX calculator, and let me know how long it takes in seconds to get from one end of the map to the other?
247
« on: January 09, 2013, 11:03:35 am »
I'll work on rotations today. Also, are there any functions to access the timer in Ndless, or do I have to read memory addresses directly? I'd like to make a proper FPS counter.
248
« on: January 08, 2013, 09:18:21 pm »
Just something I've been working on the past couple days. The screenshot makes it look slow, but it is actually running in full resolution on the lower half of the screen at just over 60fps in the emulator. So far I haven't implemented turning, but that will come soon, and shouldn't be too much of a performance hit. The map is just a 64 x 64 array of random colors, I'll add proper texture tiles later. It's only in grayscale because I don't have a CX or a CX boot1 dump *cough* *cough*.
249
« on: January 08, 2013, 08:20:12 pm »
... merry xmas wayne
Thanks, wish you a merry Christmas too. Maybe you can play gpSP now on the emulator of your choice.
Yo dawg, we heard you like emulators On a more serious note, how do I use the GIF recorder? I don't see anything in the menu.
250
« on: January 08, 2013, 07:16:34 pm »
I've got it working now.
Suggestion: Have an option to automatically unthrottle the CPU while the OS is loading, and throttle it again when it is finished.
251
« on: January 08, 2013, 07:02:20 pm »
Not that I can't do that, but I also want users to be able to create, load and play with their own maps, so hard-coding maps isn't a solution. But for the draw-to-a-buffer thing, I could do that but that takes even more space than a single image map (tilemap + tiles + buffer, instead of only map).
Are you concerned about file size or RAM usage? The buffer could be dynamically allocated if the former.
252
« on: January 08, 2013, 10:53:14 am »
In the US, at least, you don't have to register anything to get a copyright, but registration helps to prove you are the owner when a case is taken to court.
253
« on: January 07, 2013, 09:43:44 pm »
Uh, isn't this just like Public Domain?
Yes.
254
« on: January 07, 2013, 09:28:28 pm »
Will this work on the cx nspire?
No, they can't run the version of boot2 with the vulnerability nLaunch exploits. In other news, I got it to work as well! 3.1 CAS OS running on a blue Clickpad
255
« on: January 07, 2013, 07:57:24 pm »
There's no such thing as nDraw. Blitting (or "drawing" as I referred it to) is all part of standard SDL.
So the picture on the first page no longer applies then.
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