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Messages - matthias1992
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181
« on: September 18, 2010, 12:59:26 pm »
Hey there! It has been a while since my last post but I am back now! I just recently stumbled across an indie-game called 'The Endless Forest'. Basically this game has no purpose whatsoever, it's kind of hard to explain so check it out for yourself: http://tale-of-tales.com/TheEndlessForest/So this whole concept of a utopia world with no violence whatsoever but just a very strong ambience drew me. Therefore I will now attempt to make my own implentation of this type of game, since multiplayer is impractical on a calculator platform you will be able to quite some stuff in this game but there likely isn't a certain goal to achieve. Maybe just some easter eggs in the worlds and some other funny/strange things.... I am just thinking about this now and not actually coding it. So, no promises on ever even making it, it's just a idea.
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« on: September 13, 2010, 03:20:15 pm »
Nice, does it runs kinda fast on your computer? I heard some people had troubles running vista on their comp, but 7 ran better, due to being (apparently) less ressource-intensive than Vista.
Runs smooth, boots in 40 seconds (including auto-login), about a minute to be ready to use... it runs very smooth since I upgraded my graphics card from a crappy gt 8200 (nvidia) to a gtx 9600 (nvidia), also some register edits, and other tweaks to kill unnecesary proccesses and vista is fine. I can play most games maxed out but online I set them quite low so I don't lag too much (especially in a big game like FFOW which supports up to 64 running and gunning players in one map...  ) Anyways to answer your question more simply: yes. xD edit: on my desk you see a program called "Multimedia Logic" this is a AWESOME program for anyone intrested in electronics, it doesn't make PCB's but you can very, very easily simulate logic designs! It's fast too!
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« on: September 13, 2010, 03:09:52 pm »
Here, My desktop  (yup it's vista but hey, it works for me, never crashed during...2 years or so...)  same pc, diff background and transparency to graphite...
184
« on: September 11, 2010, 05:09:10 pm »
Isn't that for calc<->PC?
That is what I thought too, so I did see it properly? I am getting confused... * matthias1992 continues to study DirectUSB.txt -------------------------------------------------------------------------------------------- All collected info thus far (thanks to brandonW): http://www.brandonw.org/calcstuff/DirectUSB.txthttp://www.ticalc.org/archives/files/fileinfo/368/36828.html-------------------------------------------------------------------------------------------- I made a small change here because the other link I listed turns out to be the same file...I was in the bad habit of not checking it first, sorry...
185
« on: September 11, 2010, 04:49:02 pm »
Thanks! I understand it is a lot of work, I'll be looking for that file and link to it here if I find it..might be usefull to others as well... edit:Benjamin, mysterious as ever hehe...I now see that you were ironic about a DirectUSB.txt file being "somewhere" hehe. So that is your way to say 'Google is your friend' eh? well, yeah it is and I have skimmed trough your file before but I clearly must have misunderstood it because I thought it was 'bout calc>PC and vice versa, not calc-to-calc connection... btw for anyone who needs it, here is the file: http://www.brandonw.org/calcstuff/DirectUSB.txt (just my way of saying BrandonW's cryptic references aren't as good as google  )
186
« on: September 11, 2010, 04:33:41 pm »
haha I like how you (happybobjr) see her current boyfriend as a "application"  ooh yes he is "variable" too...whenever he "varies" you have to kick in Raylin... xD *I lost
187
« on: September 11, 2010, 04:23:14 pm »
SendUSBData: ;Sends data over USB. ;Inputs: HL => pointer in zone 1 (RAM pages 3\2) of data to send. ; DE: number of bytes to send. ;Outputs: DE bytes sent from HL. ; Carry flag set if any issues. SendUSBData: res 0,(iy+43h) bcall(50F2h) res 0,(iy+41h) res 5,(iy+41h) ret
what do you mean with this: "zone 1 (RAM pages 3\2)" especially the 3\2 part... could you maybe give me a example with the Basic TI-OS variable 'A' (a ti-os real variable is 9 bytes right?) being send? (I think I understand the receiving code...) Thanks!
188
« on: September 11, 2010, 04:06:34 pm »
thanks all!
I had to 0x5 because I now understand why 0 of these games worked, we were trying them over USB, not over the IO port! Gosh that is stupid of me....It does solve the mistery though...
From the sparse information that I read it can be pretty fast up to 4KB a sec I think (I read that somewhere). Also whoever has tried to send a program from calc 1 to calc 2 over the USB will notice that it goes pretty fast. From PC->calc and vice versa is quite slow but that is because there is a whole interface and handshaking process involved which takes quite some time. Indeed this will be 84+ exclusive...
I'll think that I will release a library then with source to make USB link gaming more...ehr...available... unless it is depressingly slow of course because then it wouldn't be really worth the effort.
189
« on: September 11, 2010, 01:32:35 pm »
Ok so recently a friend of mine and I tried some multiplayer games for the TI84+ series, guess whata, out of 5 tried games 0 worked! This is why we came up with the idea for a small asm library that we could use to make our own bomberman two-calc multiplayer game. however I can't find any info about sending info from one calc to another via the miniusb.
I intend on having the following commands available:
SendMode (sets a calculator ready for sending stuff, it will pause the program until one (one exactly) request is completed) Syntax: {3} requests:
ReqReal Requests a real variable from the other calc, the other calc has to be in SendMode! Syntax: {4,#} #= any number from 1 to 26, 1=A, 2=B...26=Z (theta not supported)
ReqStr Requests a string variable from the other calc, the other calc has to be in SendMode! Syntax: {5,#} #= any number from 0 to 9, 0=Str0, 1=Str1...9=Str9
ReqMtrx Requests a matrix variable from the other calc, the other calc has to be in SendMode! Syntax: {6,#} #= any number from 1 to 10, 1=A, 2=B...10=J
ReqBuf Requests the screen buffer (basically what is on the screen on the sending calc) from the sending calc and draws it onto the screen of the requesting calc, the other calc has to be in SendMode! Syntax: {7}
So can anybody give me some pointers on this? so far I ahve only found guides on how to link between a calc and a PC but not between two calcs...
190
« on: September 10, 2010, 06:15:09 pm »
Matthias, RETI is the same as RET, it just takes longer. Calc84, awesome.
My bad, I was doing this from memory and I am still a learning asm programmer...
191
« on: September 10, 2010, 06:08:51 pm »
matthias1992, that would be exactly as efficient as a routine that counts from 1 to 89884656734115795386465259539451e+307.
correct and incorrect at the same time, yes it will do the same things but one will more likely come accros a correct value, altough I must admit that, that last statement is just intuition. yes I do use intuition, I suck at math, really.
192
« on: September 10, 2010, 07:57:48 am »
I have slightly revisited my idea, and I think it has some potential. Why? because this; shows it. no this is NOT about cracking this is about 3D rendering. It's not the purpose I fancy but the way it is achieved. He uses a search algorithm to skim trough all that data to find out what needs to be drawn on the screen. Searching algortihms have greatly improved over the last years and basically my idea was a very, very rudimentary search algorithm. I am suggesting not to count up every possibility from decimal 1 to 8,9884656734115795386465259539451e+307. Instead of doing that I suggest we start to search from the middle, then from the middle from the middle (both on the left, and the right side), then the middle of the middle of the middle (making 4 middles in total by now) then the middle of the middle of the middle if the middle (8 middles and counting) etc. It would be best if each of these is calculated to be correct or incorrect in parallel, that's where FPGA's kick in.  Anyways the sheer size of this problem I think prooves, N!=P
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« on: September 10, 2010, 07:15:20 am »
If i recall it properly DI and EI do not reset the timers, it does affect R and I though. Perhaps doing RETI is better then HALT?
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« on: September 09, 2010, 05:39:38 pm »
it's inevitable stuff will happen Noooooo its Smith! /me starts to rant about The Matrix and how great it is, well not the matrix, but the idea
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« on: September 09, 2010, 05:37:00 pm »
Hmmmm from the sound of her, it doesn't sound like the kind of girl for you What did she say in the email??
I won't say anything about your first point Builderboy but I am quite curious as well as to what she said in that mail you keep talking about  ...
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