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Omnimaga / News / Re: TI web conference reveals new 84 Plus C Silver Edition information!
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on: 11 February, 2013, 04:29:30
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Well I was more refering to how high res images might not be possible, and that we might have to forget title screens like I posted above.
On the other hand, if we can still StorePic what we're drawing on the graph screen using the 16 colors, then that might possibly be a good alternative. On the PRIZM we can make 8-color images that way (although it's hard to draw anything compared to a 83+) and those images are much smaller in size.
I can't make any firm conclusions for that, but I feel fairly certain that Pic files will be 4-bit (15 colors and 1 transparent/white), which at 4x the resolution of Image files would come out to about the same size of 22KB (and obviously must be stored in archive as well).
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34
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Omnimaga / News / Re: TI web conference reveals new 84 Plus C Silver Edition information!
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on: 11 February, 2013, 01:25:46
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That is sad IMHO if the images can't be more than 133x83, yet are this large. On the PRIZM you had 56-60 KB large images that were 384x216 and 16 bits colors. If this is the case, then this pretty much end all BASIC coders hopes to use images for game graphics.  Well, if they're streaming the background image directly from archive like I think they are (they can't even be sent to RAM), any sort of compression would make graph screen operations incredibly slow, and we don't want that. And since they're in archive, I don't think there's much reason you shouldn't use them (too bad there are only 10 slots available though).
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35
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Omnimaga / News / Re: TI web conference reveals new 84 Plus C Silver Edition information!
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on: 10 February, 2013, 00:42:54
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I also just checked the webinar again and I found something very telling, which managed to pop up only because the guy happened to have an Image file selected when he switched to Windows Explorer:  We can tell a couple of things from this screenshot: 1) 8CA is the file format (and isn't associated with TI-Connect yet, lol lazy developers) 2) Filesize is around 22000 bytes, which means it's likely 133x83 pixels in 16-bit color (which is would be 22078 bytes of raw data). The guy misquoted the graph screen resolution as 133x83 earlier in the presentation, but I think he was accidentally quoting the background image size instead. 133x83 is half of the actual graph screen resolution of 265x165, rounded up, which makes sense because the background image pixels look doubled.
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38
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Omnimaga / TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: Official TI-Boy SE Beta Thread
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on: 07 February, 2013, 20:01:49
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@DJ_O: Thanks for your warm welcome!
Also, since I fear it was buried, I'll reask (or rather bring attention back to) the concept of bi-directional save conversions. My question was if he could add a seperate utility binary that can transfer the save files used by emulators or dumped from actual carts to the Appvars used by Ti-boy and vice versa. A simple yes or no will do, but if Ti-boy stores the save data based on how it's saved (I think I'm saying that right, basically since it emulates the gameboy my logic seems to think) couldn't there be a way to do so?
Besides that, I am still quite impressed by the functionality of this Emulator. And since it is Beta, I'd like to point out the few little graphical glitches. (Wish I had already made screen-shots to show what I mean.) There are two with Kirby on my actual calculator (Hence, no screenshots ) first, when Kirby goes into water (such as in Castle Lololo) he appears to be rendered *behind* the water. Well at least that's my guess as to why I cannot see most of his sprite most of the time while in water, while sprite tracking still works so it *is* still playable, this seems to be a particularly troublesome glitch. I'll try today to get Wabbit up and going on this comp so I can provide more helpful examples. Then the smaller thing is the roughness of the sprite tracking. Can you set it to only track the center of the sprite? I'm not sure if that would help.
Yes, save conversions are one of the things on my to-do list. As for Kirby rendering behind water, if that's what I'm thinking of (the "water" made up of a bunch of stars) it's actually a feature and not a glitch (that's how it appears on the Game Boy itself and it was fairly painful to implement). The sprite tracking is imperfect by nature, because it tracks a certain sprite "slot" out of the 40 available in the hardware, and some games don't always keep the character in the same slot, and most games even have characters made out of multiple sprites because sprites are only 8 pixels wide (which is why it doesn't track the center of the character). A more effective sprite tracker would use the game's variables to tell where the main character is, but that's not something that can easily be automated.
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Omnimaga / News / Re: TI web conference reveals new 84 Plus C Silver Edition information!
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on: 06 February, 2013, 05:48:54
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You can change the background color around graphs, but who knows if you can do that (or even load a background image) via TI-Basic. I really hope they actually added all these features to TI-Basic as well. If they didn't for the sake of the barely existent backwards compatibility, then... well anyway, it seems the background images have at least 2x2 pixel blocks, so you wouldn't be able to show graphics like that using them. I wonder if they're keeping the Pic variables around, though...
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41
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Omnimaga / News / Re: TI web conference reveals new 84 Plus C Silver Edition information!
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on: 06 February, 2013, 04:29:35
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Other cool stuff, too! Verbose error messages:  Expanded graph format screen, notably you can change background, outline, and turn off asymptote checking independently of Xres:  Seq() wizard (I saw a wizard for LinReg, also):  Whee, custom pixelated background image...  A bit of insight into background image files (named Image0 to Image9, can be stored only in Archive): 
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Omnimaga / TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: Official TI-Boy SE Beta Thread
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on: 04 February, 2013, 00:41:40
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Well, the real problem is that the game should get notified that the byte is received an exact amount of time (in clock cycles) after the data transfer starts, and TI-Boy doesn't even count clock cycles per instruction for performance reasons. I suppose I might be able to give it another try one of these days, though.
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Omnimaga / TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: Official TI-Boy SE Beta Thread
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on: 02 February, 2013, 06:58:10
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Hi, I get a Cartridge type unsupported error on a brand new TI-84 on Pokemon Blue and Super Mario 4. Any Ideas? Cheers
Cartridge type unsupported usually means you're using a bad ROM, or maybe even a compressed ROM (i.e. still in a zip file), since makeapp doesn't decompress zips. Can you post the console output from makeapp for these files?
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