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Messages - calc84maniac

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2491
TI-Nspire / Re: TI-Nspire GB Emulator
« on: December 01, 2009, 07:45:16 am »
Obligatory screenshot:


Note that there are some graphical glitches in the second half. These were in TI-Boy too. But hopefully I'll get them fixed this time around! :)

2492
TI-Nspire / Re: TI-Nspire GB Emulator
« on: December 01, 2009, 01:51:38 am »
Got Link's Awakening working after fixing 20 or so broken opcodes (some of these were unrelated to the problem, but hey, it all counts right?)

2493
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: December 01, 2009, 01:19:35 am »
Nice

Hopefully this will most likely be resumed at one point and those with Nspire will be able to run it when the Nspire will have a new OS done, because Calc84maniac is gonna port TI-Boy SE to the TI-Nspire. And when I say Nspire, I really mean the Nspire mode, not 84+ emulation.
Actually, it's not so much a port as just a new emulator. I'm not using any of TI-Boy's code in it.

2494
TI-Nspire / Re: TI-Nspire GB Emulator
« on: November 30, 2009, 10:08:59 pm »
Added sprites. It's looking quite nice :)

Still no window support, which is why the bottom of the screen doesn't have the status bar.

Edit:
CalcCapture doesn't like me. Or, at least, it doesn't like that the graphics window can't be in focus for me to press any keys. So it doesn't look like we'll be getting any gameplay animations. On the other hand, I recorded a bit of the Kirby title screen :)

2495
TI-Nspire / Re: TI-Nspire GB Emulator
« on: November 30, 2009, 08:06:45 pm »
*Builderboy explodes again*

That is constructed from pure awesomness!!!  How is it coding for the nSpire?  Like, its still with asm, but how do you compile to hex code if it isn't a z80 chip?  Or is it not asm, and some kind of C compiler?
There are C compilers for ARM, but I haven't really bothered messing with them. This was coded in ARM assembly language (which does go to hex code - each opcode happens to be four bytes large). I'm still a little new to this language though.

2496
TI-Nspire / Re: TI-Nspire GB Emulator
« on: November 30, 2009, 04:05:14 pm »
Looks nice. Will it be the same as on the 83/84s or will there be more features?
Hopefully it won't need as many "features" (such as zooming and sprite tracking) since it all fits in the screen. But, it will hopefully have better compatibility and full speed. Also, it could eventually support Game Boy Color, minus the color.

Edit: Oh, and I just realized that I have light-gray and dark-gray mixed up in that screenshot. I have that fixed now :)

2497
TI-Nspire / TI-Nspire GB Emulator
« on: November 30, 2009, 02:37:13 pm »
Since Goplat released the beta of his TI-Nspire emulator (as featured on ticalc), I decided I could start writing some code to eventually run on the TI-Nspire once it gets cracked. So, I've started a Game Boy emulator (again) :)

Not much runs at the moment - Link's Awakening in particular has some major issues (probably related to some mistake I made in the cpu emulation). Only the background tilemap is supported so far - no sprites or window.


Probably the next thing to do would be to get sprites working.

2498
TI-BASIC / Re: The best list compression method?
« on: November 28, 2009, 11:09:52 am »
I was playing around with some of the other variables.
A matrix (32*3) is exactly 875 bytes.
Now, is there a way to store complex numbers to said matrix?
I don't think it is possible. Also multiply an entire matrix by a number doesn't work too. This gives an error.
I remember multiplying by a number worked. I don't think adding by a number did though.

2499
Pokémon Purple / Re: Pokemon Purple
« on: November 25, 2009, 03:04:28 pm »
I think the shortcut key is backspace.

2500
Other / Re: Portable apps notable releases
« on: November 18, 2009, 12:08:28 pm »
http://portableapps.com/news/2009-11-16_-_canabalt_portable_1.0
Canabalt Portable!!!!!
now we don't need Internet access to play it in all it's glory!
this is a must download :P
/me downloads :D

2501
News / Re: Nspire OS decrypted
« on: November 10, 2009, 07:15:32 am »
It's not like we can modify the OS though, without signing keys. Finding exploits to run our own code without installing a new OS probably isn't illegal whatsoever. :P

2502
F-Zero 83+ / Re: F-Zero Progress Thread
« on: November 09, 2009, 11:44:35 pm »
lol @ the pic

2503
F-Zero 83+ / Re: F-Zero Progress Thread
« on: November 08, 2009, 12:30:44 am »
Found an optimization in the 3D rendering code which saves 9.75 clock cycles per pixel pair, for a total of about 15,000 cycles reduced per frame. :) Should add almost half a frame each second if my calculations don't fail me.

2504
F-Zero 83+ / Re: F-Zero Progress Thread
« on: November 07, 2009, 02:55:52 pm »
Awesome! How big is it so far and does it detects laps?
According to Calcsys, it's 5372 bytes (and that includes the 1024-byte tilemap)

2505
F-Zero 83+ / Re: F-Zero Progress Thread
« on: November 07, 2009, 12:29:18 am »
Wow, looking good!

Out of curiosity, how are you doing rank detection?  I was only able to do a kind of hacky way in my racer, and it only knew when you crossed the finish line.
It's sort of hacky here too (at one point in the screenshot both screens said first place). I first compare lap number, then waypoints passed, then relative positions.

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