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Messages - tr1p1ea

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286
TI Z80 / Re: xLIB 84C Edition
« on: June 19, 2013, 01:53:15 am »
Cool, though i think ill add the scanline option after the majority of the graphics routines have been written - to ensure consistency.

Also i forgot to mention that sprites will have an optional transparent colour index as well!

287
Art / Re: Mockups "please say this is going to be a game"
« on: June 18, 2013, 09:13:21 pm »
I almost thought that this said "please say this is going to be the game".

Those mockups look awesome btw. Are there any colour Zelda's on PRIZM?

288
TI Z80 / Re: xLIB 84C Edition
« on: June 18, 2013, 09:08:20 pm »
Tilemapping most likely wont be limited to fullscreen only to allow space for HUD's etc.

The data will not be stored in matrices as they are too slow! Id say they will be stored in appvars as well. Im not sure what the largest size map should be ... 64x64 (4096 bytes)?

Sprites will have the ability to be any size up to 64x64 i think. But the way they are stored in the PIC files will be in 8x8 chunks.

By interlacing are you referring to only drawing every 2nd line (and having black in between)? Im not sure if this would be one of those features that not many people would use since lots of detail is lost on screen. But it would be good for speed.

Copying programs from archive to RAM will be included.

I havent come across an 84C version of TilEm yet, but i have used jsTIfied. The issue with screenies is that xLIB uses the 'non-active' portion of GRAM as a buffer so it needs 160x240 mode to be emulated in order to construct proper screenshots (cropping and resizing wont give proper screenshots).

289
TI Z80 / xLIB 84C Edition
« on: June 18, 2013, 08:01:27 pm »
Hi All,

As you may have seen, there has been a small amount of interest in bringing an ASM lib with some graphics features to the TI-84+CSE (84C for short).

I have been toying with a few small ideas that i may end up implementing in a preliminary version for BASIC programmers.

There are some pretty serious speed and memory limitations on the 84C which mean that fast paced BASIC+ASM lib games arent likely if the entire screen is utilised per frame. That being said, if there are a handful of sprites on screen at any time, this should be ok.

Just a note, there will be a radical difference between the way this lib and earlier versions of xLIB (for the 83+ etc) work.

Some of the proposed features:

32 internal but user accessible 16-bit variables (functions will take references to these variables instead of TIOS variables)
Graphics mode will be 160x120 (half res)
128x64, 256 colour (standard palette) custom PIC's (likely stored in appvars) ~8192 bytes+header. Enough to store 128, 8x8 tiles/sprites.
Ability to 'load' 2 custom PIC's into temp RAM for faster access
Ability to store 2 copies of the LCD into temp RAM (kind of like a temp storePIC)
8x8 fullscreen tilemapping (160x120 = 19x13 tiles)
256 colour (standard palette) sprites (not sure on max size yet)
Capability to 'chain' keypresses and update user variables if necessary (can test up to 16 keypresses with 1 command)
On calc PIC/tile/sprite editor
*Possibly* an on calc map editor
Line/shape drawing
Colour text routines
Archived program execution
And possibly more, but that for now.

One of the BIG traps that older versions of xLIB fell into was people requesting odd or specific features that would only be used *very* rarely, if at all. These considerably slowed the entire lib down for almost no benefit. This is something that i would really like to avoid with this incarnation.

Anyway ive been testing a few small things, but screenshots are difficult to make without a fully functioning emulator. But anyway here is a small tilemap test:



Simple sprite tests, with transparency as well:



Scrolling is not ideal speed wise. Though there are options to speed things up (interlacing etc). The most probable method for games will be to scroll screen-by-screen if that makes sense.

Just wondering if anyone has any ideas/thoughts?

290
TI Z80 / Re: [Axe] Picraft 2
« on: June 18, 2013, 06:05:59 pm »
Love screenies! (I collect them :)).

291
Other / Re: New Knex Ball Machine
« on: June 18, 2013, 05:15:34 am »
Omniball?

292
Art / Re: Mockups "please say this is going to be a game"
« on: June 18, 2013, 12:16:00 am »
Cool, well at 160x120 and 8x8 tiles its 20x15 on the 84C :).

293
Art / Re: Mockups "please say this is going to be a game"
« on: June 17, 2013, 11:41:22 pm »
Looks awesome, but would fullscreen still be better?

The only reason is because i added the ability to draw different sized tilemaps in old xLIB but i dont recall anyone ever using it tbh (though im sure some people did). The issue is that the extra code actually slowed down the mapper, yet it was hardly used.

It would be sweet if you could find the colour Reuben, i think i remember seeing coloured mockups of it.

294
Art / Re: Mockups "please say this is going to be a game"
« on: June 17, 2013, 10:21:00 pm »
Well xLIB will likely be 160x120 only at this stage due to memory and speed requirements. As a matter of fact i wanted to go even smaller but i figure fullscreen is a must at the very least.

295
News / Re: C++ on the TI-Nspire
« on: June 17, 2013, 09:32:13 pm »
Are there many ARM coders on Nspire?

296
Computer Projects and Ideas / Re: Online Strategy Game
« on: June 17, 2013, 09:03:31 pm »
Hey! Kerey Roper if i recall correctly? TSoN was awesome.

297
Axe / Re: Collision for a Terria like game?
« on: June 17, 2013, 08:25:52 pm »
So you are after sprite<->sprite collisions?

298
Art / Re: Mockups "please say this is going to be a game"
« on: June 17, 2013, 07:00:20 pm »
Working on a tilemap lib for the 84C. Currently it draws fullscreen (half-res) but only at 4-5fps which is a shame. But its only a preliminary test.

299
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: June 17, 2013, 06:57:52 pm »
5324: You payed over $200 (incl delivery) for an TI-84+C SE (true story).

300
TI-BASIC / Re: how to make fps in ti basic
« on: June 17, 2013, 05:52:06 pm »
If you wanted to make an FPS i would suggest raycasting as opposed to 3D.

That being said, an fps is not the type of project to tackle when you're only starting out programming wise. The things id learn first are dealing with program flow, sprites, data structures and of course, the inner-workings of the calc and OS itself.

Still keep the fps goal, but maybe make it a long term one? :).

Out of curiosity, have you seen Gemini or other calc fps's?

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