Author Topic: nSDL 1.1.1 Anniversary Edition—The Ultimate TI-Nspire Graphics Library  (Read 124662 times)

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Offline Matrefeytontias

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Re: nSDL 1.1.1 Anniversary Edition—The Ultimate TI-Nspire Graphics Library
« Reply #375 on: January 06, 2014, 09:31:50 am »
Bump,

Why can't I use nSDL_DrawString(SDL_Surface*, nSDL_Font*, int, int, char*, ...) on a non-CX calc, when the exact same code works on CX calcs ?

Offline hoffa

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Re: nSDL 1.1.1 Anniversary Edition—The Ultimate TI-Nspire Graphics Library
« Reply #376 on: January 11, 2014, 07:34:23 am »
That's weird; has apparently been working fine for others and me.

Does the function return 0? What's the exact code you're using? Not just a problem with colors that are converted into 4-bit format and happen to have same value?

Offline AnToX98

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Re: nSDL 1.1.1 Anniversary Edition—The Ultimate TI-Nspire Graphics Library
« Reply #377 on: January 11, 2014, 08:18:07 am »
@hoffa ! <3

I tested your "coyote demo" uploaded on TI-planet, did you made a topic for it ?



My Lua projects :

Offline hoffa

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Re: nSDL 1.1.1 Anniversary Edition—The Ultimate TI-Nspire Graphics Library
« Reply #378 on: January 11, 2014, 08:23:14 pm »
@hoffa ! <3

I tested your "coyote demo" uploaded on TI-planet, did you made a topic for it ?
Damn that's some really old stuff (the tile map game engine thing, renamed it to Owl later). I think I had a thread here before yeah, but nobody seemed to care and I couldn't bear the responsibility of maintenance (or something) so I just deleted everything (I think I have a backup somewhere though).

Offline DJ Omnimaga

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Re: nSDL 1.1.1 Anniversary Edition—The Ultimate TI-Nspire Graphics Library
« Reply #379 on: February 02, 2014, 12:24:33 am »
That demo was in Ndless, right? That was cool, but IIRC by then the GBC emulator had come out and people didn't seem to take on large RPGs or something.

Offline SpiroH

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Re: nSDL 1.1.1 Anniversary Edition—The Ultimate TI-Nspire Graphics Library
« Reply #380 on: February 19, 2014, 09:28:03 am »
@hoffa ! <3

I tested your "coyote demo" uploaded on TI-planet, did you made a topic for it ?
Damn that's some really old stuff (the tile map game engine thing, renamed it to Owl later). I think I had a thread here before yeah, but nobody seemed to care and I couldn't bear the responsibility of maintenance (or something) so I just deleted everything (I think I have a backup somewhere though).
Hoffa are you (still) in Australia? How's life over there? Lotsa chicks? ;)
Me too, i would like see that live-dead thread resurrected.

Offline hoffa

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Check this out:
http://www.omnimaga.org/ti-nspire-projects/nsdl-2/msg383149/#msg383149


Spoiler For Spoiler:
Oh wow this is a bit late, but better late that never eh.

That demo was in Ndless, right? That was cool, but IIRC by then the GBC emulator had come out and people didn't seem to take on large RPGs or something.
It was pure Lua. o/

@hoffa ! <3

I tested your "coyote demo" uploaded on TI-planet, did you made a topic for it ?
Damn that's some really old stuff (the tile map game engine thing, renamed it to Owl later). I think I had a thread here before yeah, but nobody seemed to care and I couldn't bear the responsibility of maintenance (or something) so I just deleted everything (I think I have a backup somewhere though).
Hoffa are you (still) in Australia? How's life over there? Lotsa chicks? ;)
Me too, i would like see that live-dead thread resurrected.
Time flies and I'm now in the UK doing a BSc in Computer Science. It's soon been a year, but yeah Australia was pretty cool, met and traveled with a whole bunch of interesting people (and girls), camped like a hobo everywhere, did all sorts of work and it pretty much changed the direction of my life with the whole Koreans and Korea episode (long story short found myself in Korean flat in Melbourne, had an awesome experience, made good friends and met my Korean ex, started learning the language #YOLO, made lots of Korean friends at university in the UK, visited Korea in Easter and going back in summer for 3 months to Yonsei University to study and a month to work. Have been studying the language for 6 months now and will do my graduate studies there, if not more)
« Last Edit: May 09, 2014, 10:15:59 pm by hoffa »

Offline DJ Omnimaga

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Nice to see you around still :D

Offline Matrefeytontias

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Oh hey ! It's been a while :D Nice to see you're still working on calc stuff ;D

I can't think of anything to add to nSDL for now. It always had what I wanted it to have.

Offline SpiroH

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Check this out:
http://www.omnimaga.org/ti-nspire-projects/nsdl-2/msg383149/#msg383149
Spoiler For Spoiler:
Oh wow this is a bit late, but better late that never eh.

That demo was in Ndless, right? That was cool, but IIRC by then the GBC emulator had come out and people didn't seem to take on large RPGs or something.
It was pure Lua. o/

@hoffa ! <3

I tested your "coyote demo" uploaded on TI-planet, did you made a topic for it ?
Damn that's some really old stuff (the tile map game engine thing, renamed it to Owl later). I think I had a thread here before yeah, but nobody seemed to care and I couldn't bear the responsibility of maintenance (or something) so I just deleted everything (I think I have a backup somewhere though).
Hoffa are you (still) in Australia? How's life over there? Lotsa chicks? ;)
Me too, i would like see that live-dead thread resurrected.
Time flies and I'm now in the UK doing a BSc in Computer Science. It's soon been a year, but yeah Australia was pretty cool, met and traveled with a whole bunch of interesting people (and girls), camped like a hobo everywhere, did all sorts of work and it pretty much changed the direction of my life with the whole Koreans and Korea episode (long story short found myself in Korean flat in Melbourne, had an awesome experience, made good friends and met my Korean ex, started learning the language #YOLO, made lots of Korean friends at university in the UK, visited Korea in Easter and going back in summer for 3 months to Yonsei University to study and a month to work. Have been studying the language for 6 months now and will do my graduate studies there, if not more)
I like the spoiler a lot ;) ! Welcome back and please do post some of your adventures in Your Highness' kingdom.



Offline Matrefeytontias

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I don't know if I'm doing it wrong or what, but nSDL forces the BPP to 8 on TI-Nspire non-CX calcs, even after I set the LCD to 16-bits mode. Is it that you're checking the BPP validity with is_cx or has_colors in SDL_SetVideoMode ? If so, you should consider reading bit 1 to 3 of 0xC000001C to check if the screen is correctly set to accept the provided BPP value.

Offline pimathbrainiac

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Okay, so I have a pretty large sprite sheet (converted to NTI, of course). When I use the following code to get the sprites:
Code: [Select]
void draw_tile(SDL_Surface *tileset, long tile_num, int x, int y)
{
    SDL_Rect src_rect, screen_pos;
    src_rect.x = tile_num * 10 + 8;
    src_rect.y = tile_num / 30 * 10 + 119;
    src_rect.w = TILE_WIDTH;
    src_rect.h = TILE_HEIGHT;
    screen_pos.x = x * TILE_WIDTH;
    screen_pos.y = y * TILE_HEIGHT;
    SDL_BlitSurface(tileset, &src_rect, screen, &screen_pos);
}

Any sprite with an x or y value greater than 127 is not displayed. I looked at the official SDL_Rect struct definition, and those values should end up being 16 bit values, not 8 bit values. Is this a problem with the code or a problem with the library? I am using a monochrome Nspire CAS.
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