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Messages - tr1p1ea

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466
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: November 28, 2012, 11:17:54 pm »
Lol i am always making typos. Though the 3rd one is because Australian English uses 's' instead of 'z' in many words ala US English.

Thanks for the pickup!

467
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: November 28, 2012, 11:10:04 pm »
I would be interested to know what ROM you are using and what wabbitemu version if you have them handy?

468
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: November 28, 2012, 11:05:57 pm »
DrDnar, Yeah those have a lot of triangles which is a bit of a performance hit for the calculator. Lower detail models are recommended.

That being said, the Dark Link model could easily be reduced in triangle count without affecting visual quality (on the calculator at least).

469
TI Z80 / solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: November 28, 2012, 10:58:33 pm »
Hi guys,

Just thought id let you know that i have uploaded a project to
ticalc.org today. It is a 3D engine for the TI-83+ series calculators.

The program is a 3D model viewer that enables the user to view and
interact with a 3D model in real-time. Note that it renders
flat pattern-shaded polygons. Also included is a utility to convert
Wavefront OBJ models to .8xp programs for use with this
viewer.

It is written in z80 assembly and a 15MHz calculator is recommended.

Also a note that this is a calculator 3D engine, so please dont expect
performance to be awesome or anything. I dont think you are going to
see Halo on your calculator anytime soon with this engine, its more
just for the novelty of it all :).

It is in beta testing so there could be problems. Please report any bugs
if you find any.

Here is a link: http://www.ticalc.org/archives/files/fileinfo/450/45097.html

Also here are some screenies.




Id appreciate feedback if anyone has some.

Enjoy.

470
Might have to make use of a custom font set?

471
Im allergic to peanuts :(.

472
Computer Programming / Re: Decompile .exe
« on: November 27, 2012, 09:59:18 pm »
Its not really possible in most cases (do you know what it was written in?). What you could do is compare the original file with the patched file to see what bytes the patch changes?

473
CaDan SHMUP / Re: After being addicted to RotMG for an eternity...
« on: November 27, 2012, 09:42:27 pm »
Having a look, this utility will be extremely valuable! I cant believe ive made it this far without such a utility either :S.

Also, lets go CaDan!

*hides*.

474
Miscellaneous / Re: ENDER'S GAME MOVIE... WHAT!!!!!!
« on: November 27, 2012, 09:34:57 pm »
Wow awesome news!

475
News / Re: TI-84 Plus C: new photos reveal more than 3MB archive space
« on: November 20, 2012, 11:44:32 pm »
Im wondering why they went with such a high resolution screen? Surely something like a 160x120 would have sufficed?

476
ASM / Re: RAM required for Jim E's fast tilemapper
« on: November 20, 2012, 03:42:57 pm »
Thats how my sprite routines usually work (if its a project that doesnt use a LUT).

477
ASM / Re: Calculating angles?
« on: November 20, 2012, 12:32:33 am »
I was just wondering, is it a static route? Like are are you trying to make it move towards a specific point (like enemy_x + 10 or whatever) or does it try to aim for the player? If its the former you could have hard-coded the offsets.

478
ASM / Re: Calculating angles?
« on: November 15, 2012, 11:20:16 pm »
WOW! That looks FULLY sick!

479
ASM / Re: RAM required for Jim E's fast tilemapper
« on: November 15, 2012, 11:08:39 pm »
From what i recall Jim's mapper prerotates the tileset for speed. It would require RAM proportional to how many tiles you had in this case.

Im sure i have it at home, ill look when i finish work.

It works on the same principal as DWedit's mapper, but Jim added layers etc.

EDIT - Didnt calc84maniac write a layered mapper as well?

In the past ive used a 2KB LUT to save on having to rotate each tile byte, basically each combination of 0-255 prerotated. Then just mask out the bits you dont need when copying. You could save on the masking with a 4KB LUT but that might be overkill for the benefit.

480
News / Re: 2012 Apocalypse TI-83+/TI-84+ Programming Contest
« on: November 15, 2012, 11:04:31 pm »
Are you taking donations towards the prize? I can paypal you some monies?

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