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Messages - thepenguin77

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1501
Other Calculators / Re: 16-Level Grayscale
« on: July 10, 2010, 04:35:32 pm »
I noticed that too. Sadly, my lcd is not fast enough to do double time like yours can though. Using the crystal timers, as they are more accurate, mine refreshes at 61.4 hz, and my max lcd speed from spedTest is 120. So you can see the problem there. Whereas, yours refreshes at 67.4 and your screen can handle 219. You could even go for the third pass, but that wouldn't actually be grayscale. :)

But technically that shouldn't make a difference. Doubling just makes the calculator load a completely useless frame in between the ones that are displayed. I don't see how that would take the lines away. It would also require 2/3 of your processor time and >100% of mine.

Edit:
   Post 100. Yay!!!!

1502
TI-Nspire / Re: Virus to crack RSA for nspire? :P
« on: July 10, 2010, 04:01:50 pm »
2^1024 * 2^1024 = 2^2048.

Isn't that a lot bigger than one key by itself?

I think you were thinking add, or multiply by two.

1503
Other Calculators / Re: 16-Level Grayscale
« on: July 10, 2010, 03:47:19 pm »
Alright, here is the program that will tell me all I need to know. The more people that run this one, the better people will be able to make grayscale games in the future. You will also experience flickerless grayscale! with an occasional glitch line.

Just run gray4, press plus and minus to adjust the delay, and when you finally get the scrolling line to stop, (or come close), you will have the info that I need. So press second and tell me what you got.

And to avoid any secrecy, the Driver number is what I sent to port $29 to fix the lcd, (alcdfix), and Refresh is the value I am sending to port $32 with port $30 set to $40 (10922.667 hz). I am hoping that the different values sent to $29 will be enough to tell the different drivers apart so that the specific delay for each one can be used.

Oh, and wiki ti was perfectly correct.

Edit:
    I use 178 for mine. Doing a little bit of proportions, you should need about 163. Also, my delay is 44, yours is probably in the teens.

1504
Other Calculators / Re: 16-Level Grayscale
« on: July 10, 2010, 01:41:56 pm »
No surprise there, you have a good lcd and it updates the screen faster. 65.8 fps actually. I don't know why I had you find those numbers that way, there is a much better way. (I had a long time to think while caddying today.)

I have to do a few things and I will have a nice program that tells you your screen type, and the fps you need. From that I can make a table of different lcd types so that my grayscale games will be boss. :)

One of those things I have to do is to calculate the frequency of the crystal timers on 40h because I don't think what's on wiki ti is correct.

1505
Portal X / Re: Portal control scheme
« on: July 09, 2010, 10:53:16 pm »
22.5 degree accuracy is really nice once you get the hang of it. In all reality, you probably only need to wait one frame to see if the other key is going to be pressed.

1506
ASM / Re: Create Groups
« on: July 09, 2010, 10:00:11 pm »
On reading what's over at cemetech, I would say that one of your os sectors got deleted. One way to check would be to use calcsys, and check page 0, 4, 74, 78, and 7C. If any of them are all FF's then it got deleted.

The other possibility is that bcall(_archiveVar) created some garbage object in the archive, and anything that runs across it crashes. Though, I think you said your archive has already been cleared, so I guess that's not it.

1507
Other Calculators / Re: 16-Level Grayscale
« on: July 09, 2010, 09:50:02 pm »
Mmmm.. That's harder than it sounds. I assume you have never needed alcdfix before then?

Before I incorporate it into the program we need to find your refresh rate.

Run this program. Keep pressing - until the image slows down and stops, or at least comes close. If you found the right spot, it will be one image and it won't repeat itself. You will also know you found it because it will slowly work it's way down to where it stops, it won't just stop all at once.

Once you found it, press / and it will tell you a number. Mine is 153. So yours should be around there. If you happen to find one in the 70s, skip it because it is double the refresh rate.

Then run spedTest because I have to know your cpu speed. Refresh runs too fast for the crystal timers.


1508
ASM / Re: Create Groups
« on: July 09, 2010, 09:17:06 pm »
what sort of problems did the first one have? because i tried to use it and it crashed. i had a full memory dump (RAM and Archive) and now my calc randomly crashes when i try to do some basic functions or run certain apps.

I'm hoping ARCHUTIL will be of some service in recovering my archive.

Did anyone see this bug report?


Idk, I could have sworn that post wasn't there.

The problem with the first one was that it just jumped to the wrong spot if run as embedded. And if it was run from the homescreen, it did a push without a pop and returned to somewhere random.

But this is just little stuff, I have never had this little of an error cause what you have.

Edit:
    Either something else happened, or you got the most unlucky crash ever.


1509
Other Calculators / Re: 16-Level Grayscale
« on: July 09, 2010, 08:56:03 pm »
Results are in. Grayscale looks better when you update by rows instead of columns. When you update by column, there is a diagonal glitch that is always scrolling on the screen. But when you update by row, it goes off screen and stays off for about 3/4 of it's cycle.

The lcd definitely updates from top to bottom. When I updated from bottom to top, I noticed that there were two glitch lines instead of one, when I switched to updating top down. There was only one glitch line that went off screen for a few seconds.

But I must say my 8 level viewer looks really nice. Here is the program with some test pics so you can see how it looks. It's easiest to see what I am talking about in gradient.

1510
Other Calculators / Re: 16-Level Grayscale
« on: July 09, 2010, 06:28:40 pm »
What's the best pattern for 8 level grayscale. I realize it is in 7ths.

Currently I'm using:
Code: [Select]
10101100
00010010
01000000
Where bit 1 bleeds into 0. So line 2 is actually 00010011.

I'm trying different orders, but I get a pretty nasty waterfall effect.

1511
Other Calculators / Re: 16-Level Grayscale
« on: July 09, 2010, 05:19:24 pm »
I'm not sure, I'm currently writing an 8 level grayscaler. Doing it that way, there wouldn't be a diagonal line, I just wonder what the cross over point would look like then. Maybe there wouldn't be one if you're lucky.

Also, I think you would have to start at the bottom and work up, because I feel that's how the lcd is updated. But I'm not positive.

1512
Other Calculators / Re: 16-Level Grayscale
« on: July 09, 2010, 04:54:48 pm »
I'm not sure it hold true for all screens, I would assume that it is different for the good and bad drivers. And maybe it's even different within the driver types.

If it's the first case, it's really easy to figure it out, just a quick lcd delay test will tell you, but if it's the second, to be used in games you would have to have it user adjusted.

All I know is that the way I have it adjusted, it looks perfect on my calculator.

1513
Other Calculators / Re: 16-Level Grayscale
« on: July 09, 2010, 04:33:36 pm »
Well since this topic was originally about 16 level grayscale, let me share some facts that I just figured out.

I thought, well maybe I can get 64 levels out of it by putting one pixels on in the first column, two in the second, three in the third, and so on until the 64th column is completely full. I then changed the z-address to scroll the screen 100,000 times per second. (For those who don't know, the z-address is where the lcd driver starts to display at, so if you set it to 1, the very top row of pixels appears at the bottom and all others scroll up one, a 2 does the same except by two pixels.) The z-addressing is nice because it only takes one command to update the entire lcd. But this didn't work at all and I got these weird scrolling patterns. So then I thought, I'll figure out the refresh rate.

I made a refresh rate program. Through careful tweaking I found that at 3,811 z-addresses per second made a perfectly still image. So every 1/3,811 of a second, the driver displays another line. Divide this by 64 and the screen refreshes at 59.5 hz.

What does this mean, this means that if your grayscale program updates the lcd faster than 59.5 hz, it won't make a difference. My 16 level just happens to update it 120 times per second. I suppose this means that within a few hours I will have an 8 level grayscale viewer instead.

I included an example to show you how perfect the grayscale looks when you update the lcd at the right speed. This is a weird version of tetrisM I am working on. If your driver updates at 59.5 hz, you will see 100% flickerless grayscale with a little slant the scrolls through the screen.

1514
TI Z80 / Re: The Impossible Game
« on: July 09, 2010, 11:42:50 am »
Try pressing delete. lol. I thought of the same thing, though, typically, I feel that clear should quit you all the way out because I think that you need to be able to get out as fast as possible. Like when a teacher comes. But ya, delete takes you to the menu, I would have used mode but I can see people accidentally pressing that.

I can probably do external levels, the only annoying part is that the editor might be harder to make than the game. The game only draws an object once, off screen to the right, it is then scrolled to the left. The buffer is also 175 pixels tall, that is how it vertically scrolls so nice. The level data is also set up for this type of movement. It's not set up to be randomly accessed, it has to be read in order.

But I'll start working on it, hopefully it runs at a pretty good speed considering I may have to redraw and scroll the screen after every change, but as long as I don't display it to the screen, it should scroll pretty fast.

Edit:
   I also don't think that the extra levels will have stats either. I don't see a good way to save them, the choices are: make an appVar for each level, or put the level stats with the level name in the appVar. Neither of these are very nice. Besides, the second one would bloat the appVar over time.

1515
TI Z80 / Re: The Impossible Game
« on: July 08, 2010, 06:40:29 pm »
Next update. Again, all improvements are seen in the screen shot.

I can't believe it, but the game is basically done. Probably just a few level tweaks and that's it.

And I would have 100% in both levels.

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