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Messages - willrandship
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2956
« on: May 22, 2010, 05:37:10 pm »
What about a getkey-style scanning function? It check for any open keys and returns them, possibly with multiple key detection! that would be cool.
2957
« on: May 22, 2010, 12:12:40 am »
I'm just thinking, if we can find out how the keypads are differentiated, it could be implemented into the common.h for simpler cross-pad compatibility.
For instance, when ndless 2.0 comes out, many people may find the touch-version of the GBC emu to be mapped strangely. With changing key definitions, it could even work with the 84+ keypad flawlessly.
I was thinking something like this for the header.
Keys are defined for all the pads already
If (insert keypad detection function here)=84+ (or a number, maybe) { #define KEY_GEN_UP KEY_84_UP #define KEY_GEN_DOWN KEY_84_DOWN } Repeat the if statement for the touch and clickpad, then when you write a program you use the generic keymap instead of a specific one. Obviously, it won't work for every program, but it should work for many, like the GBC emu and other Games.
2958
« on: May 21, 2010, 09:26:40 am »
Not quite what I was thinking, more that programs can support either without having to be reassembled. I'm thinking you'd have a few generic keys, like KEY_ENTER and KEY_UP, while if you need more controls you switch over to KEY_NSPIRE_THETA and so on. This would be the most helpful with the touchpad, since many keys are labeled the same. Using KEY_NSPIRE would require the Nspire Keypad, but it could support both the touch and the original, sans sin, cos, tan, and any other changes.
Can the touch's keypad support more than 16-directional input? I'm curious if it's really an upgrade, since the original keypad can only support that much.
I updated the Common+.h in my last post.
2959
« on: May 20, 2010, 09:37:55 pm »
Here's my common+.h The only difference for now is the keymappings, but I plan on adding touch support later, and maybe keypad detection.
Suggestions/Comments are appreciated, and I will likely change it for reasonable suggestions, especially bugs and key names.
To use as your common.h, just rename it to be so, removing the plus. Everything should work fine, just keep your regular common.h as a standby.
EDIT: Updated, removing + from 84 keymapping. now it's KEY_84_ENTER instead of KEY_84+_ENTER
2960
« on: May 17, 2010, 12:17:53 pm »
Interesting...the nspire has an 8-directional Dpad, so up to 16 directions. Not too shabby!
I was thinking about making a non-specific keypad library, that would detect what keypad you have (anyone know the bit that determines this? It's a hardware thing running to one of the keypads, I'll bet) and then substitute keypad commands and such, so touch, 84+ and regular nspire could all be run with the same header.
2961
« on: May 16, 2010, 10:16:33 pm »
that's true......how exactly are the nspire keys mapped? Are the alpha keys on a separate matrix, or is it just 5-key then 6-key then 5 again on the matrix?
Also, do you know anything about the keys at the top? how are their addresses configured, as well as the pad itself?
2962
« on: May 16, 2010, 07:29:00 pm »
BTW, I started out just peeking at the common.h, and found something I thought was rather irritating. They only set black and white as color values beforehand, so I wrote in 16 new #define lines.
The original BLACK and WHITE commands are intact, so it should be 100% compatible with old stuff while making grayscale easier to write. I simply defined COLOR0 through COLORA for Black to White and gray in between.
Like so: Original: #define BLACK 0x0 #define WHITE 0xF New, improved: #define BLACK 0x0 #define WHITE 0xF #define COLOR0 0x0 #define COLOR1 0x1 #define COLOR2 0x2 #define COLOR3 0x3 #define COLOR4 0x4 #define COLOR5 0x5 #define COLOR6 0x6 #define COLOR7 0x7 #define COLOR8 0x8 #define COLOR9 0x9 #define COLORA 0xA #define COLORB 0xB #define COLORC 0xC #define COLORD 0xD #define COLORE 0xE #define COLORF 0xF
Like it?
2963
« on: May 16, 2010, 02:13:24 pm »
I don't feel comfortable showing my desktop since after I installed windows my linux won't boot.....and my XP setup only has Starcraft II, firefox and Warcraft III on the desktop.
Suffice it to say I have the hills and a few shortcuts.
2964
« on: May 15, 2010, 04:03:01 pm »
OK, thanks! So, just to check: If, then, function loops, while, for, that stuff is supported, but
Disp, PrintL, Print, Input-ish commands are not, as they're hardware specific.
Does that sound about right? Thanks for the help!
2965
« on: May 15, 2010, 01:58:08 am »
I was just wondering, as someone mentioned that some of them do not work compared to x86 C.
Also, is there anything special I need to know about creating Nspire C programs? I've got Yagarto with Eclipse (on-site tutorial, I used the old version so it is the arm-elf-gcc one, not arm-gcc-eabi or whatever)
I read something in the ndless readme about independent variables and executables need to start with PRG/0. Can someone elaborate on those?
I've never worked with C before, but I've worked with Processing, which is C-like structure, I believe.
Thanks for all the help! I couldn't do it without your help!
2966
« on: May 15, 2010, 01:13:57 am »
Does the viewscreen have a higher resolution than the regular calc? USB ones might, for 92 and 84+ cross compatibility, but I don't think the ones with the inch-long plug have a different resolution. That'd be cool, if we could have a TI-84+ with a TI-89 screen attached.
BTW for just a bigger screen stick some paper behind the viewscreen and it's nearly as bright as a regular calc screen, and much larger.
2967
« on: May 12, 2010, 11:21:46 am »
Yep, C it is! I like C's format (Functions, etc.) better anyways. I write my basic programs in function-style anyway
2968
« on: May 11, 2010, 06:51:26 pm »
I was thinking stuff like getKey, sprite functions, maybe your raycaster eventually. Anything that People suggest would make programming easier, really. USB drivers, really long and overused blocks of code, various hardware implementations. suggest it and it would probably get thrown in there.
One thing that I would definitely want, though. It can't break compatibility with old programs every time it updates, unless it's a big fix. Like, a DispSprite command couldn't swap the X and Y. That would drive me (and many others) nuts! just think, you've been working on a program for two years, and the headers get updated. You think "ah, why not update?" Then, your program doesn't build, or is extremely buggy. For extreme variations it would probably be better to give it a new header.
2969
« on: May 11, 2010, 06:23:18 pm »
What exactly comprises the "object" part of that though? Is it variables, functions, commands? i never really understood that quote.
2970
« on: May 11, 2010, 06:21:03 pm »
that's exactly what I was talking about, DJ!
Good to know! by precomputed, do you mean they're immobile? Won't that cause problems with movements of enemies?
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