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Messages - calc84maniac
Pages: 1 ... 10 11 [12] 13 14 ... 197
166
« on: January 30, 2013, 10:39:52 pm »
Well, I guess this means that the calc is fast enough to play some games on it.
I would love to see it in motion, am interested as to whether or not they are using a frame buffer - if so, how big i wonder?!
Well, this certainly seems the type of game that could update directly to the screen, bypassing a buffer in RAM (of course, assuming that the LCD controller has its own RAM, which seems pretty likely).
167
« on: January 30, 2013, 09:16:49 pm »
I guessed that since TI-Connect was jumping from 1.6 to 4.0, that the OS version on the 84+CSE might also be 4.0. Looks like I was right!
168
« on: January 26, 2013, 03:15:45 pm »
There's also a bug in this code, (a & 0x3000) >> 16 always gives zero. I think you meant to use 0x30000?
169
« on: January 26, 2013, 12:05:00 am »
If you're measuring 64FPS on the emulator you can be sure it's lower oncalc. The emulator doesn't have very accurate timing, because it executes every instruction in 1 cycle and doesn't emulate memory access delays (not that I'd expect it to).
170
« on: January 24, 2013, 04:31:27 pm »
Wii > GC > PS2
171
« on: January 24, 2013, 01:24:59 am »
Why do programs require a recompile? Does this Ndless version not implement the SWI-based system calls?
172
« on: January 19, 2013, 04:52:12 am »
I don't know about that, it seems like the current TI-SmartView is an emulator, since you actually load a TI-84+ OS into it. This is what the current version looks like:
173
« on: January 18, 2013, 10:01:58 pm »
New OS and app formats? The apps will simply use a different signing key, and the OS will also use the same format, just a different key.
Well, that's possible but we can't know for sure. I'm not sure if there will need to be any changes made to support 3MB APPs, for example.
174
« on: January 18, 2013, 09:59:12 pm »
* shmibs hopes that it doesn't pose too much of a problem for tilp... and that LCD update times and required RAM don't make decent programs impossible.
It likely uses the same link protocol, since linking directly with older calculators is supported. Of course, we'll have to add in support for the new OS and APP formats.
175
« on: January 18, 2013, 02:51:46 pm »
Or even
#define getBit(x,n) ((x)>>(n)&1)
176
« on: January 18, 2013, 12:34:47 am »
Hold it, you can't map RAM into $4000 on all calcs (notably the Pocket versions, since we're talking 84+)
177
« on: January 14, 2013, 05:15:28 am »
That's what I tell myself, anyway
178
« on: December 31, 2012, 01:07:27 am »
Oh yeah, I kept forgetting what direction I was going to take this project in. But at any rate, all this mode7 (and other 3d) talk recently has led me to do some more engine optimizations, which I seem to do a couple of times per year, haha. Maybe I'll eventually even change it into Mario Kart, heh. As usual I can't make any promises though, especially since I'm taking a full class load next semester.
179
« on: December 26, 2012, 11:24:22 am »
I actually used BrandonW's legit fake reset program that uses the real Reset menu. The problem, though, was that I didn't realize that it uninstalled itself after being used once. So I fake cleared RAM successfully, then I went to try fake clearing all without reinstalling it. Not good.
180
« on: December 25, 2012, 10:59:13 pm »
It was actually originally intended just for displaying scaled/rotated tilemaps. However, changing the rotation/scale values at each scanline allows displaying a perspective effect. The idea is that texture mapping a plane perpendicular to the screen has each consecutive texel in the scanline spaced apart by identical intervals. The trick is that for each "line" on the screen, you calculate the texture coordinates of the center of the scanline, then get the leftmost coordinate in the scanline using the calculated pixel interval, then add the pixel interval for each pixel in the scanline and get the pixel color at each coordinate. Hopefully this was somewhat comprehensible
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