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23 May, 2013, 11:38:07 *
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1  Calculator Community / ASM Language / Re: Splash screen test on TI-84+C on: 20 May, 2013, 05:57:25
That's what I meant yeah, 256 colours based on a colour index table to convert them to 16-big BGR for the LCD driver Smiley My terminology probably isn't the best, as this is my first time finally tackling this kind of thing lol

My utility converts the .bmp to 256 colour binary data, and then I used Jimmy Mardell's Huffman compression tool. On the calculator I used slightly modified version of his decompression routine, which for each byte it decompresses, then looks it up on the colour table and sends the respective 16-bit colour to the LCD.

Yeah I'm thinking 16 colour nibble data too for sprites, tiles, etc. for any games I make. Well to clarify, 15 colours and one transparent, provided that it's workable. I may or may not use the half-res mode, depending on what the game is, and how practical it is.

How are your tests going?
2  Calculator Community / ASM Language / Re: Splash screen test on TI-84+C on: 20 May, 2013, 03:12:59
Quote
    - Brandon Wilson for the LCD driver info on WikiTI, and for ti84pcse.inc
Actually, Brandon Wilson provided almost none of that information. If you check the history, you will see that I did 98% of the LCD driver write-up. The RAM, B_CALL, and flag equates of ti84pcse.inc were discovered by Benjamin Moody (Flop) and the new token equates were given by Christopher Martin (KermM). I wrote up the list of symbolic names for ports and collected the data into a unified include file, and I just posted a minor update to the file. The MicrOS post I made a while ago contains a complete text-mode driver for the color screen, and shows both writing (PutC) and reading (ReadChar). I may also soon post code for turning the LCD on and off and for controlling the backlight.

Sorry DrDnar, I hadn't realised this. I'll correct the readme when I upload the updated version Smiley And thank you!
3  Calculator Community / ASM Language / Re: Splash screen test on TI-84+C on: 19 May, 2013, 15:31:24
Here's where it's currently at. This is a 180x171 image, compressed in 8-bit colour. The program uncompresses it and converts back to 16-bit BGR on the fly.

An uncompressed 180x171 16-bit image would take up 61560 bytes, but the image data used in this program takes up only 6828 bytes, plus 512 bytes for the colour index table used to convert from 8-bit to 16-bit. Of course, the compression is fairly good on this image, as there aren't a lot of different colours being used..

I should note that I'm very new to working with 8-bit / 16-bit colour conversions, etc. so I wouldn't be surprised if this could be done better. I'll release the updated code in the next day or so once I've cleaned it up and tested it some more.

Apologies for my iPhone/hand reflection on the calculator when the screen goes dark Tongue

<a href="http://www.youtube.com/watch?v=v09rQ_bwF5U" target="_blank">http://www.youtube.com/watch?v=v09rQ_bwF5U</a>

It would be nice if image compression could be integrated into DCS8 or some standalone lib for BASIC programmers as well. How fast is it for full screen (or at least 160x240) animations?
I'm sure some kind of library will get coded up eventually. I have some ideas for it, but I don't have a lot of experience in creating ASM tools for BASIC programs. I'd love to give it a try (and maybe I will!), but no doubt someone else could do a better job.

I haven't done any animation testing yet, although tr1p1ea did a scrolling background test running in 160x240 mode, and it looked quite fast!
4  Calculator Community / ASM Language / Re: Splash screen test on TI-84+C on: 18 May, 2013, 13:10:23
awesome! What did you use to convert the image?
Thanks tr1p! I wrote a small C# Windows console utility, it's included in the zip file (on Cemetech, and ticalc.org once it's processed) Smiley

EDIT:
Tonight I've made some updates, so that it can now load images that are stored in 8-bit format, with a color index table. As long as your original 16-bit image used 1KB+ of space, then 8-bit with the color index table is more memory efficient, and still loads nice and fast. Of course, the only downside is that the colors aren't quite as smooth

I'll post another video showing this update tomorrow, and then start working on a compressed 8-bit image version Smiley
5  Calculator Community / ASM Language / Re: Splash screen test on TI-84+C on: 18 May, 2013, 10:02:28
I think the best would be to use 256 colors (or 255+transparency) or even less, then use RLE compression or something.

Can we expect an Alien Breed, Banchor or Centipede port in the future? Tongue
Yeah I was thinking about 8-bit color images today, which I'll try over the next few days, as well as some other cool ideas.

I do have a lot of ideas for different games I'd like to make on the 84+C, but I won't promise anything until I see what I'm capable of actually doing with it first lol. I'm thinking my first game will be something new that I haven't made before though Smiley
6  Calculator Community / ASM Language / Re: Splash screen test on TI-84+C on: 18 May, 2013, 03:40:27
Thanks guys. Yeah the next step is I want to implement some compression, so we'll see how that goes.

This program isn't really intended to be particularly useful, it's more just me learning how to use the 84+C lcd. But I'm releasing the source with each version in case anyone wants to see how it works Smiley
7  Calculator Community / ASM Language / Splash screen test on TI-84+C on: 17 May, 2013, 19:41:24
After finally getting my 84+C last night, I decided to try and display a (small) splash screen. Here's the first working version. Currently it's an uncompressed 16-bit BGR image. The image is 82x42 pixels, thus 6888 bytes.

http://youtu.be/8vDO5Zvj6Ik

The next step I plan to take is compressing the image and then having the program decompress and display it.
8  General Discussion / Anime and Mangas / Re: The Mysterious Cities of Gold Season 2 on: 15 May, 2013, 10:02:04
Wow! I still vividly remember spending my early childhood years with friends running around the school yard pretending that we were piloting the Golden Condor!
9  General Discussion / Miscellaneous Discussion / Re: Calc Monopoly on: 14 May, 2013, 12:17:46
This is a cool idea! Smiley
10  Calculator Community / TI Z80 Calculator Projects / Re: Thunderbirds v2.0.0 on: 14 May, 2013, 05:18:51
I've finally spent a few hours getting some more work on this done - slowly it will creep towards completion Smiley
11  Calculator Community / Other Calc-Related Projects And Ideas / Re: The Legend of Zelda: Sacred Pearls (ideas/progress) on: 07 May, 2013, 14:43:30
It's great to see you coding again DJ_O! I look forward to seeing the development of this project
12  Calculator Community / TI Z80 Calculator Projects / Re: Rogue Z80 on: 07 May, 2013, 14:41:43
This looks great! Awesome work Smiley
13  Calculator Community / TI Z80 Calculator Projects / Re: Alien Breed 5 on: 07 May, 2013, 14:31:22
Alien Breed in color? :O

Personally, i'd love to see a port of one/some/all of your RPGs to the 83/+!

Banchor on the 83+ is a possibility... I did write an article recently (on my site) about my childhood favourite RPG, Golvellius (which Banchor is partially based on), and mentioned possibly porting Banchor to the 83+. It's something I'm definitely interested in, but I should stress I haven't actually done anything about it at this stage lol. There are never enough hours in the day Sad

I have however finally ventured into the world of 83+ flash apps (with the latest update to AB5), so at least I now finally know how to build a flash app hehe. That's a start.. Smiley
14  Calculator Community / TI Z80 Calculator Projects / Re: Alien Breed 5 on: 04 May, 2013, 16:11:50
By the way I wonder how feasible such game would be for the new color calc? (which uses the same processor/RAM/flash as the 84+SE)

Wink
15  Calculator Community / TI Z80 Calculator Projects / Re: Alien Breed 5 on: 01 May, 2013, 13:19:57
I just had a proper look over my code (which I really should have done earlier Tongue but I was in a hurry) and discovered that the enemies/bullets/animations don't actually use masked sprites at the moment... But in any case, I'll go over the sprite routine that's used for them and see if it can be improved Smiley
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