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Topics - thepenguin77

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Other Calculators / ERR: VERSION
« on: August 02, 2010, 03:58:19 pm »
I was reading the topic about backing up your groups, when I just went, duh, I know what is happening. After a little abuse to my calculator's flash, I managed to pull my own ERR:VERSION. It's actually very simple if you know what you are doing.

Flash is made of sectors, each sector is 65,536 bytes long. Then each sector is split into 4 pages of 16,384 each. When you archive stuff, it is stuck where ever there is room while trying to be efficient. This means that data is allowed to run over one page onto the next, (not a sector boundary though). The only problem is that it is rather annoying to see if the data crosses a page boundary. Normally this is not a problem as TI checks to see if the data crosses the boundary. But if the 9 byte header which has to be processed byte by byte crosses a boundary, ERR:VERSION. This is TI's way of saying since the chance of this happening is only 3*9/65535 = .04%, we just won't bother with it.

Pretty soon I'll be looking to see how this can be patched, I'd imagine it's not too hard, but I'll see what I can do.

Here is the proof of concept screen shot.

    Whoa, the problem is a lot worse than I thought, that was a completely blank group that it made. It has a flash header, but no data, just FF's.

Other Calculators / Sound for calculators with bad ram
« on: July 24, 2010, 08:37:09 pm »
So I caddy during the summer, which meant that today I had 4+ hours of just thinking. And here is the result.

I have made a program that will play sound on the 84+'s with the bad ram. I just started it a few hours ago, so I'm still working on it. But I have gotten near perfect sound quality from my calculator. It uses pulse width modulation (turning the link port on and off really fast) to get the amount of voltage it needs to play a note. I currently have it set up for 44.1khz, because I wanted to keep this on off above the human level of hearing. But then shortly after I made it I realized that it is playing a 44khz note and not a 22khz note. So I'll be working on 22khz because 44kb/s really eats up calculator memory.

I also have proven to myself that my speed program was right when it said my calculator runs at 15.8 mhz and not 14.9 mhz like the first speed test program said. I figured this out because I have the song set to play at 15.5 mhz and on my calculator and it runs too fast.

I'll put a video on youtube once I get 22khz working. If you are going to test this, don't use wabbitemu. Your sound card doesn't know what to do with a 44khz note and it will sound awful. So make sure you test it on a real calculator. It is currently set up in an app and a program, the app is the music, and the program is the program. This is so I don't have to resend it every time I change it.

If you want to make your own song. You have to put it in 44,100 hz, mono, 8bit. Then use a hex editor to cut off the header, replace all zeros with ones, and put a zero at the end. (Song starts 4 bytes after "DATA"). Then you have to find a way to convert it to an app and send it to your calculator. I used brandonW's new binTo8xk and then used wappsign.

I have also included the little demo I made for myself. It's only 5 seconds long but it's 340,000 bytes on calculator. Oh, and someone please laugh at the source, the technique I used has max sound quality at the cost of the programmer. (255 subroutines each 1 t-state different from each other.

Art / 10x zoom in paint
« on: July 21, 2010, 06:50:53 pm »
I'm sure many people already know about this one, but Microsoft added a little easter egg into paint. If you click the bar directly below 8x when selecting magnification, it will give you 10x zoom.

This isn't really ground breaking, but I figure since I use it every time I make sprites for a game, I might as well share it. It feels way bigger than 8x even though it's really not.

General Calculator Help / WabbitEmu help
« on: July 07, 2010, 11:12:24 am »
So I finally decided that I am going to make the new wabbitemu work for me.

Wabbitemu just fails miserably when I try to use it. First off, unless I right click run as administrator, it fails to load and crashes before anything happens. Then I get quite a few crashes when adjusting the lcd, sometimes the bouncing ball doesn't appear and it crashes. It's crashed before when I was debugging. Opening saves states is usually a 50-50 thing. Sometimes the F buttons refuse to work along with backspace. When sending programs, the loading bar doesn't appear, it is just a tan box. And most of all, it will just crash for no reason.

I have had to stick with the old version, the 83+, because the new one is so unstable for me that I can't get anything done. The only reason I even use it is to take screenshots. I really want to use it though because it just is all around better, especially the debugger.

I am on windows xp 32bit. I have 1.25 gb of ram, with about 5gb of free hard drive space.

I feel like I am missing some vital file. Any ideas?

TI Z80 / The Impossible Game
« on: July 03, 2010, 09:38:16 pm »
For all you googlers out there. Here's the newest official version with screenshots of all the levels.

And here's the actual newest version with a screenshot of the full new level here.

The next game that I want to make is the impossible game. This game is originally from xbox live and was ported to iPod. So now I will port it to Ti.

Here is a youtube video showing you what the game is like.

I was not going to actually post this game in the projects forum, but I need some help. Everything was going very well in creating the game, 2 days in and I already have the map engine and jumping. The graphics were really smooth, 50 fps at 2 pixels per frame. It was going so well that I sent it to my calc to test it out.

Then the problems started. The calculator screen obviously doesn't respond as fast as wabbitemu's and the whole game was grayscaling. So I am basically stuck now. The screen just isn't really responding the speed that I need it to. All the sprites were two light, so I double imaged them, (made them look as if they are stuck between two frames), and now they are two dark.

Does anyone know any cool lcd tricks or am I just kind of out of luck?

Btw, the reason I had this problem is that the newest version of wabbitemu glitches for me, so I use the last stable (83).

The first clip is how the game looks theoretically, the second is how it really looks. Don't forget to use firefox.

TI Z80 / Geometry Wars Update
« on: June 12, 2010, 09:41:50 pm »
I don't like the title, but with the creation of a Geometry Wars thread a few days ago (strange...) this will have to do.

The geometry wars that I released got so much attention that I decided that I am going to really make it better. At school it was like, oh that's cool, but it's too hard to play, so I got discouraged, but now I have all the old energy back.

Here are my goals:
- Try to eliminate lag
       So far I've cut I believe 20% of t-states in high traffic areas
- Add in the black holes
       Simple, just not done yet
- Add in achievements
       Also easy, I will use the standard xbox 360 acievements with score modifications
- 24 bit score
       Really really easy
- Better title screen
- Increase frame rate a little
       This is because the swirling guys are hard to hit, but this all depends on if I can kill the lag

Unrealistic goals:
- 83+ BE compatibility
       I don't think this is possible, (requires 250% increase in speed)
- Add in snakes
       I just see too much processing power
- Add in mayflies
       This just seems like ridiculous processing power

Here is the v1.0 that I released to

Here are the standard achievements.

If you have any suggestions, I'm open to them. As well as cool ideas for achievements.

I also found a huge glitch with v1.0. The multiplier takes 25 for x2 then 50 for each after. It's supposed to be 25, 50, 75, 100, etc.
Nvm. My bad

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