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Messages - meishe91
Pages: 1 ... 116 117 [118] 119 120 ... 207
1756
« on: August 06, 2010, 02:58:59 pm »
Grayscale is definitely on the list for OTZ80 todo. (Grayscale = 4 bit color / 16 levels, like Nspire) 100% pretty color is on the list for OTARM though.
I'm hoping we can get TI backward compatibility, since I don't exactly want to leave years of work behind. BTW, if you are suggesting software stuff, redirect them to SirCmpwn. His OS, KnightOS, is going to be on this calc.
EDIT: For more info on the eZ80, lookie here: http://dkc1.digikey.com/us/en/tod/Zilog/eZ80Acclaim/eZ80Acclaim.html
16-level grayscale is not 4 bit color. It is 8 bit grayscale. Sorry, but there is a difference.
1757
« on: August 06, 2010, 02:50:44 pm »
Ya, that's why I was saying 4 bit is more than enough, I think.
1758
« on: August 06, 2010, 02:48:20 pm »
4 bit color is 16 colors. What you were saying with 256 colors is 8 bit color.
1759
« on: August 06, 2010, 02:46:09 pm »
Ah ok. It's fine. Just since there are actual sprites called text sprites its easy to get confused. ASCII sprites I think is a more appropriate name for this game. As for what is being used, I'm going to guess tifreak already has a bunch laid out for certain things.
1760
« on: August 06, 2010, 02:43:33 pm »
Color I think shouldn't be a huge worry right now. And if we do manage color then we really don't need that much. The more color there is the more complicated it will get. 4 bit color is more than enough, I think.
1761
« on: August 06, 2010, 02:40:47 pm »
I'm so confused now. Because when you said text sprites I thought you meant about helping creating the maps to move on. Which if all the moving is on the homescreen there is no need for text sprites. I'm not sure what we're talking about now though.
1762
« on: August 06, 2010, 02:38:36 pm »
Well, if it's a real z80, then we should, maybe with really minor changes.
remember though, all of the asm written will be for a monochrome 96x64 (probably wrong ) resolution and we will want to rewrite most stuff for the better specs. direct portability would be nice, of course.
Someone could possibly create a program or something that emulates the specs of a TI-8x calculator.
1763
« on: August 06, 2010, 02:36:58 pm »
Cool, I wouldn't mind helping out. I'll have to brush up on making good text sprites however.
I think all the moving is done on the homescreen. (Unless I'm wrong, which could be.)
1764
« on: August 06, 2010, 02:30:32 pm »
Imo, the case should be last. Spiff it up when it is done. In the opening states, it can look like crap
To be perfectly frank, the case basically has to come last. Yes, we can have designs but the building needs to be last because we have to fit the design to the insides. If we build first then we limit what we can use.
1765
« on: August 06, 2010, 02:26:21 pm »
I highly suggest figuring out exactly what the specifications are in terms of processors, chip sets, etc. and get the software written first.
1766
« on: August 06, 2010, 02:22:27 pm »
What is this Pandora project I keep hearing about? Also, I just realized something. We have said this calculator needs to do math but it also needs to be able to graph too. With the idea about using a TI product, who knows. Maybe we could show them how to use there technology correctly
1767
« on: August 06, 2010, 02:17:48 pm »
Watch the screenshot. I go through status on the first one, Kingler. Then I move him to Ditto's position. After it clears and redraws those boxes, look at the PSN and SLP in the boxes compared to the one on the bottom. They don't line up.
Oh, ok. Now I see what you meant. Was it hard to fix?
1768
« on: August 06, 2010, 01:46:45 pm »
Looking very cool tifreak! What do you mean though about the status problems?
1769
« on: August 06, 2010, 01:44:48 pm »
I learned some in AP Physics. Plus some schools have robotics classes and such that you would learn this stuff in.
1770
« on: August 06, 2010, 12:31:00 pm »
All the routines, I think, are in the Axe Parser thread or the Routines thread. They're also old so any you found you might have to rework them so they work with the new versions of Axe Parser.
The thread is several pages long, though
Nah, not to bad though And that's cool. Glad you got it figured out
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