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Calculator Community / Other Calculator Discussion and News / Re: 160x240 resolution possible on CSE
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on: 18 April, 2013, 05:28:35
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TilEm does support 160x240 mode, yes. Most of the documented LCD controller features are supported at this point; some of the undocumented features still need to be tested. As far as sprite orientations are concerned: in most cases, you should be able to store the sprite in whatever orientation you like, and flip/rotate it by switching the output mode as desired. As for the case of wrapping around that calc84maniac mentions: that's one of the undocumented features I still need to explore.  Actually, for the wrapping around, I'm referring to having a window of (y1,y1+height-1) and (0,319). If you draw vertically, you'll wrap around after 319 (not undocumented at all). However, from what I saw on the SVN, you may not be clipping LCD coordinates to 8-bits or 9-bits upon write. Any bits listed as 0 in the data sheet is forced to 0 (i.e. writes are ignored). This should be useful for some code optimizations, I think.
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Calculator Community / Other Calculator Discussion and News / Re: 160x240 resolution possible on CSE
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on: 17 April, 2013, 15:16:47
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Yeah I know, I was responding to willrandship's concern about horizontal scanlines being produced by the LCD.
By the way, will the vertical LCD make it harder to display sprite data? Will the sprite binary/hexadecimal data have to be rotated in ASM/Axe source code in order to display fine?
Data can be displayed in either direction, but displaying vertically will likely be easier due to only needing 8-bit coordinates for the output window. Also, displaying vertically is pretty much a must for games that abuse horizontal scrolling if the sprites are going to wrap around GRAM properly.
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Calculator Community / Axe Language / Re: Axe Q&A
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on: 09 April, 2013, 01:46:18
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If you want to pause for a very small, precise amount of time, I would suggest something like the following: This block of code just executes an empty loop N times, and it will do so at about 13 cycles per iteration. Does the push bc \ pop bc get auto-optimized or something?
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Omnimaga / News / Re: 160x240 CSE scrolling speed test gives promising results
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on: 29 March, 2013, 06:05:12
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The test doesn't do any drawing but it also only processes every 16th frame so there is room to play possibly.
I keep wondering, what exactly is a "frame" here. I mean, if all you're doing is changing the scroll registers you can probably get over 9000 FPS, but that doesn't really affect the display which has its own frame rate.
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Omnimaga / News / Re: 160x240 CSE scrolling speed test gives promising results
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on: 29 March, 2013, 04:51:54
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Note that the scrolling in that video doesn't involve drawing any pixels, by the way. It'll be a bit slower if you want to have a play area wider than two screen widths, since you'll have to actually draw in the new tiles. Should still be relatively fast, though.
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Calculator Community / TI-Nspire Projects / Re: z80 emulator for Nspire
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on: 23 March, 2013, 08:08:27
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Anyway, jacobly will your emulator able to run custom OSes ? Certainly. Any emulator unable to run third-party OS, on such a limited hardware (no fancy MMU, etc.) as the TI-Z80, wouldn't be very good  Can I take this as a stab at the built-in TI-Nspire 84+ emulator? 
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Calculator Community / Other Calculator Discussion and News / Re: 160x240 resolution possible on CSE
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on: 18 March, 2013, 05:55:54
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By the way, is it possible to change the screen start to something else than 0 and 160? Because if it could be used in TI-BASIC via an ASM lib, you could set the screen just so that the drawable graph screen area takes the entire LCD width, then BASIC coders could simply use that 160x165 area to draw stuff. (eg vertical/horizontal sprites)
Well, the partial display window output positions should always be 0 and 160 due to how the display interlacing works, but the GRAM that you display can be any 160 consecutive columns, yes. (You can even wrap around from the right side to the left side of GRAM, which means horizontal scrolling tricks are still possible.)
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Calculator Community / Other Calculator Discussion and News / Re: 160x240 resolution possible on CSE
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on: 16 March, 2013, 23:34:38
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Wow! Great discovery! Can I ask how you discovered this?
I was just messing around with the LCD controller and I enabled interlaced mode, and it was different than I expected, in a good way. It basically outputted the first 160 columns of GRAM on the even columns of the LCD and the last 160 columns of GRAM on the odd columns of the LCD. Combining that with partial images produced magic 
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Calculator Community / Other Calculator Discussion and News / 160x240 resolution possible on CSE
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on: 16 March, 2013, 23:28:48
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I just made an awesome discovery. It's possible to effectively halve the horizontal resolution of the screen on the TI-84+CSE, while still filling up the entire area of the screen, which means asm game programmers can double their framerate at a small visual cost.  This will even allow for double-buffering, where you draw to the offscreen area and then swap it in instantly, preventing flickering. My method uses partial images and interlaced output. More detailed information on how to implement: Enable two partial images, where one is displayed at column 0 and the other is displayed at column 160. Both partial images should be set to the same 160 columns of GRAM which you want to display. (When enabling the partial images, disable the base image.) Then turn on interlaced output (bit 10 of register 1).
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