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Messages - nitacku

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166
TI Z80 / Flickerless 4 Level GrayScale
« on: January 24, 2008, 11:24:00 pm »
Yeah, the emulator really doesn't do a very good job with recreating the grayscale.
On a real calc, the grayscale is flickerless, at least it is on my 84+SE.

Seriously, try it out. The grayscale creator is really cool :P You'll like the results.

167
TI Z80 / Flickerless 4 Level GrayScale
« on: January 23, 2008, 05:47:00 am »
Updated!

Here is a little project that I created during the restless hours of the night.
It will take a series of 3 pics and automatically render them into 4 new pics which can be used to create flickerless 4 level grayscale in Basic.

Since the pictures are only XORed onto the screen, text, sprites, and pretty much anything can be displayed without being overwritten by the grayscale. While asm relies on the timing of interrupts to create grayscale, this method dithers the pictures in such a way that simple XORing them in order creates grayscale, thus eliminating the need to time the updates of the screen.

Thee code to create the 4 level GrayScale is simple:

real(3.pic1,3
Repeat Ans
real(3,pic2,3
real(3,pic3,3
real(3,pic4,3
End

Since the method is simple, it is fast enough to be used in Basic programs.
Creating the pics is simple as well.
The first layer represents the Black and White
The second layer represents the Dark Gray
And the third layer represents the Light Gray

I've attached some example pics that could be used to create the grayscale
And of course the GrayScale creator is attached as well.

Attachments:

168
Music Showcase / Timgul Rave Remix
« on: January 20, 2008, 09:51:00 pm »
I think they just burned the site to the ground.
The link you posted brings up a 403.

169
Other Calculators / POTY Awards Announced
« on: January 15, 2008, 09:27:00 pm »
Thanks! And Congrats to the other featured programs as well! :)
I hope in the future there will be more contestants.
I will also be putting forth my best effort  to improve upon previous standards.
May the years that follow be laden with innovation and ingenuity. :D

170
Music Showcase / Stuff
« on: January 08, 2008, 12:12:00 pm »
Here's a little something that I did in Acid Pro.

Chrono - the remix

All the instruments are created by Sytrus.
The music notes come from a midi file that I downloaded.

EDIT - Make sure you have some good bass speakers :D

171
News / First Announcement
« on: January 04, 2008, 01:53:00 am »
I noticed that there weren't any announcements so I decided to make one.

Welcome to the temporary forums!

172
Site Feedback and Questions / Hey Guys
« on: January 04, 2008, 01:00:00 am »
no avatars  :'(  <- and a really scary sad face too

173
TI Z80 / Implicit: Graphic Engineer
« on: December 28, 2007, 11:11:00 am »
I've made some minor changes to the program.

The program clears the keypress buffer after selecting a picture so that the first loops in paste/load/duplicate are not bypassed.

Added a few error messages dealing with memory and missing files.

Fixed a little glitch when importing external mods.
(The program didn't overwrite the graphscreen with the current pic prior to executing the mod)

All mods now have the ability to return back to Implicit without activating the affirmation message by returning 0 for 'no' (any other constant number will be assumed as 'yes')

In order to run the main menu of Implicit without getting a memory error, you must have at least 6580 bytes of RAM available. Only 4000 of the bytes are actually used, but almost of them are needed during the unpacking of the subprograms.

Things I might consider:
Using xLIB to check if Celtic2 exists, otherwise an error is returned.
(I'm still considering the benefits over the memory usage of this feature)

I'm also considering making all text uppercase in order to reduce the memory usage.

I might consider release a no eye candy version where all the unessential xLIB shape commands are removed. This will probably reduce the size of the program by 2000 bytes I'm guessing, however, this won't significantly reduce the amount of RAM needed since the 2000 bytes is spread out across the 8 different programs in the AppVar.

Problems that I am aware of:
In order to prevent memory errors, I have the sprite layers loaded at 16x16 even in 8x8 mode. This is so that the memory doesn't run out if the user were to switch to 16x16 mode with insufficient RAM. By doing this, 2315x3 = 6954 bytes of memory are used just on the sprite layers (2 active layers and 1 swap layer for doing operations such as rotate). So if you are ever wondering why the sprite editor uses so much RAM, this is why. I'll see if I can come up with a memory checking routine so that the sprite layers can be loaded based on the settings instead of always loading them at the maximum setting.

So check out this latest compile and let me know what you think.
Your suggestions/comments are very much appreciated, without them, it is difficult to create a utility that will meet the needs of it's users.

Thanks,
nitacku

174
TI Z80 / Implicit: Graphic Engineer
« on: December 26, 2007, 07:00:00 pm »
alright, I've got a few updates on this  :)smile.gif

After realizing that packaging this into an app would be impossible, I have managed to pack everything into an AppVar instead. This means that you will only need 2 files on your calc, one of which is kept permanently archived, never to be seen except in the memory menu.

So in the file I have attached are 4 programs. (Celtic2, Implict + AppVar, and xLIB)
Send them all to you calc, and make sure to archive the AppVar.

I don't have a readme created yet because I just want to get this update out here first, but I will be releasing everything officially soon.

I still have a program version for those of you who would like to see the source or want the option to choose what to install.

That's about all for now.
Let me know of any bugs and please share your suggestions.

Here's some things to try:
Press Mode while editing a picture or a map for a cool menu.
Try pressing Alpha in all the editors.
Try pressing and holding alpha.
Enter always goes back.
Clear always quits.
See if you can figure out the different modes in the sprite editor.
Check out the automatic greyscale checkered pattern generator in the sprite/pic editors.
Test out the picture filters. (Press Mode while editing a pic)
Try changing the mode from 8x8 to 16x16 or b/w to greyscale
Store a map as a pic.
Render a scene.
Blur a pic using the provided mod.
Merge two layers together using your choice of logic.
Transform an image.
Try figuring out recursive sprite manipulation to create cool effects using the Duplicate feature.
Use the filters to give an sprite on a pic a shadow effect.


Thanks,
-nitacku

175
General Calculator Help / TI 89 for Christmas
« on: December 26, 2007, 04:22:00 pm »
I think pure Basic is all that is needed.
There is even a way to do sprites, however, the language is a bit awkward and very slow.

The only thing I ever used the program language for was to create a series of drop-down menus to organize my cheat/answers program.

176
Computer Usage and Setup Help / help w/ comp building
« on: December 26, 2007, 05:40:00 am »
It seems like software developers are relying on fast processors to run their bloated code nowadays. Instead of paying attention to system resources, developers just compile everything together and hope that the speed of todays computers and the tons of memory available will allow their software to work.

Another reason for such bloated code is due to the market out there. Most people will purchase a "pretty" looking program over a more functional program because it has more eye candy. This combined with the short developing time (due to competition) is driving the software market.

It's a careful balance between aesthetics and quality.

177
TI Z80 / Ethanderial
« on: December 24, 2007, 07:31:00 am »
Cool!
I really like the names of the cities :Ptongue.gif
Especially Nitaka.

178
TI Z80 / Ethanderial
« on: December 21, 2007, 06:50:00 pm »
That would be my fault.
I didn't turn the contrast up enough when I took the screenshot  :knight:knight3.gif

179
News / POTY
« on: December 21, 2007, 06:29:00 pm »
I voted for SM68k because it kept my interest longer.
(well actually, I got an address error while playing Doom that forced me to pull all of the batteries. That kinda pushed the vote over to SM68k)

180
Miscellaneous / "nerds"
« on: December 13, 2007, 05:09:00 pm »
meh, they'll be the ones buying making you a millionaire when they buy all the cool gadgets from your company in the future  

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