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Messages - tr1p1ea
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241
« on: July 04, 2013, 12:23:12 am »
You do need to set the screen to 160x240 mode before drawing, otherwise you will only be able to draw to half a screen. I could have it do it anytime you try to draw something however.
I will add the ability to offset the LCD if needed, its only a few lines of code.
The command is used to draw 4 8x8 sprites which are the tiles that the sprite is currently over (to erase the sprite).
real(4 is draw sprite so:
real(4,x,y,w,h,pic,transcolour,updateLCD,tile0,tile1,tile2,tile3 ...
for tile0 etc there is: real(3,1,2,3,7,0,0) which is the 'getTile' command (real(3,0.. is drawMap, real(3,1.. is getTile) so:
real(3,1,x,y,mapwidth,xoff,yoff) where xoff/yoff is an offset you can provide that will add to x/y so that you can get tiles for larger sprites. The result is stored to Ans (and is just used inline in the example).
Sprites are drawn in 8x8 chunks, but also in columns first, then rows.
242
« on: July 03, 2013, 11:40:05 pm »
It would be variable and dependent on how much is going on at any time. That said, line drawing should actually still be reasonably fast on the 84C, and the possibility of extra colours is a bonus too . I guess this calls for some tests!
243
« on: July 03, 2013, 11:26:28 pm »
Would love to see a demo of this method.
244
« on: July 03, 2013, 09:17:33 pm »
Normally i would stack some stuff up and try to keep everything stationary (im just recording from a phone). However im currently out of town on business for 2 weeks so i didnt have access to anything in my hotel room . But the quiet time is a good opportunity to get some coding done . EDIT - Here is the code for the demo program: :"set user vars :real(1,1,0,0 :real(1,1,1,0 :real(1,1,2,0 :real(1,1,3,0 :real(1,1,5,0 :real(1,1,6,0 :real(1,1,7,64 :"set 160x240 mode :real(0,1,0 :"draw tilemap (to both sides of LCD) :real(3,0,5,6,7,0,0,1 :real(3,0,5,6,7,0,0,0 :"loop until clear is pressed :Repeat real(2,0)=15 :"draw character sprite, updateLCD :real(4,0,1,2,2,0,249,1,0,124,125,126,127 :"draw tiles behind old character sprite to inactiveLCD section :real(4,2,3,2,2,0,1,0,real(3,1,2,3,7,0,0),real(3,1,2,3,7,0,8),real(3,1,2,3,7,8,0),real(3,1,2,3,7,8,8 :"copy old character position to temp position :real(1,1,2,real(1,0,0 :real(1,1,3,real(1,0,1 :"test for keypresses, update x/y depending on arrows :real(2,4,4,1,-8,1,1,8,2,0,-8,3,0,8 :End :"restore LCD to normal mode :real(0,1,1
245
« on: July 03, 2013, 07:20:59 pm »
Here is an incredibly crappy quality screenshot showing 16x16 sprite (with transparency) moving around. It appears to run a little slower than on calc (due to capture issues). The 16x16 sprite is made up of 4 * 8x8 tiles. You can specify which tiles in a PIC make up the sprite, and they dont have to be in order in the PIC either. For example you could say that tiles 1,2,3,4 make up your sprite, or if you say want to have the same body but a different head on the sprite you can say that 55,56,3,4 make up the sprite etc (if that makes sense). The screenshot is actually drawing 2 16x16 sprites since the 4 tiles that are 'behind' the main sprite are calculated and drawn every off-screen-frame in order to clear the sprite. This saves having to clear and redraw the entire screen ... which would be very slow!
246
« on: July 03, 2013, 06:04:19 pm »
Sounds like a great solution for wireframe clipping.
So i guess you clip coordinates to positive 3D space and then utilise 2D clipping when drawing (cohen-sutherland clipping against a 2D viewport). Very impressive and i agree that clipping filled surfaces can be a bit of a pain.
That said i guess you could try to clip each endpoint if z<=0 in a similar way? It would however require that your triangle drawing routine be able to handle shapes with > 3 sides.
Can i ask if this will likely be used for indoor scenes?
247
« on: July 03, 2013, 12:21:46 am »
Ive been well! Ill be keeping an eager eye on this project as it progresses. Im sure your talents will shine through once this baby nears completion .
248
« on: July 02, 2013, 10:12:45 pm »
249
« on: July 02, 2013, 09:10:11 pm »
Wow this is awesome! It was a shame that RFG closed since it was so fast and easy.
Great work and a big thanks to everyone involved in bringing this to life!
250
« on: July 02, 2013, 07:54:47 pm »
Should have called it "iNote Legendary Edition ... 2000!"
I was wondering if you had any options planned for formatting text etc?
251
« on: July 02, 2013, 07:39:14 pm »
It would be cool to get an explanation of the method used ... plus more screenies .
252
« on: July 02, 2013, 07:30:31 pm »
Im not sure its frustrum culling (in 3D) rather its line clipping in 2D. Either way it looks great and the speed is impressive!
What method is used for clipping? Cohen-Sutherland? Do your filled surfaces clip as well?
253
« on: July 02, 2013, 07:26:43 pm »
The concept art looks great!
What stage of planning is the project at?
254
« on: July 02, 2013, 07:24:19 pm »
Impressive work Xeda .
255
« on: July 02, 2013, 01:54:38 am »
Well that said, huffman should fare pretty good as well. Really with images the ideal compression schemes to use are those that are already established in other OS's, like gif, jpeg, png etc. However there arent any on-calc decompression routines that i am aware of (Perhaps png variants). Either way it would be a good exercise . I only tried puCrunch since i already had the tools lying around. Bare in mind that with other types of images, puCrunch might not be most viable solution. My first test with the 84C was an image viewer that uses puCrunch (since it was only a quick test). I did limit this to half resolution (160x120) at 16 colours (pixel index packed into nibbles). Uncompressed images are 9632 bytes, but with compression it can be a lot lower (depending on the image). At 256 colours (standard palette) this would be 19200 bytes for an uncompressed image, with compression bringing it down also ... anyway it was just a test and not as feature filled as this project. We need a good image viewer and JamesV is the man to do it . EDIT - Uhuh! Now i see your interest in this project . http://www.ticalc.org/archives/files/fileinfo/454/45449.htmlLooks to work pretty nicely, although the menu messes up a bit in jsTIfied. Ill test it on hardware when i get home.
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