Omnimaga

Calculator Community => TI Calculators => TI-BASIC => Topic started by: Hexatron on October 13, 2013, 02:51:30 am

Title: Convert Ti-83/84 Graphpoints and pixels to Ti-84+CSE Graphpoints
Post by: Hexatron on October 13, 2013, 02:51:30 am
Hi, I'm new to the forum, and I registered to ask this question. :P
   So recently I have been working on a snake program for the TI-84 CSE ( the game will have colors )
and I have reached a dilemma. I need to convert graph vars ('Pxl-on()', Ymin, etc) from the ti-83/84 to the ti-84 CSE.
Is there some sort of formula I can apply? Or is it just guess and check? I've looked around and can't find anything!
Thanks in advance!
Title: Re: Convert Ti-83/84 Graphpoints and pixels to Ti-84+CSE Graphpoints
Post by: HybridFox on November 05, 2013, 02:13:50 pm
I don't know very much about the ti-84 Color, but i'll try to help you, ^-^ i was wondering why you want to convert them? like, did you have already a program made on a TI-84 and want to convert it?
Title: Re: Convert Ti-83/84 Graphpoints and pixels to Ti-84+CSE Graphpoints
Post by: DJ Omnimaga on November 05, 2013, 02:36:12 pm
My suggestion would be to switch to Pt-On/Off and make the Window settings like this on both calcs:

xmin=0
xmax=94
ymin=-62
ymax=0

That way, the game will still be the same size on the screen. Display issues might arise, though. The other solution is to just multiply the coordinates so that they fit the 320x240 screen (in 84+ BASIC, the useable area is 95x63 on the 96x64 screen).

I personally prefer the latter trick, because it ensures that the game look will satisfy my needs and it is required for text anyway.
Title: Re: Convert Ti-83/84 Graphpoints and pixels to Ti-84+CSE Graphpoints
Post by: Hexatron on November 05, 2013, 05:27:56 pm
My suggestion would be to switch to Pt-On/Off and make the Window settings like this on both calcs:

xmin=0
xmax=94
ymin=-62
ymax=0

That way, the game will still be the same size on the screen. Display issues might arise, though. The other solution is to just multiply the coordinates so that they fit the 320x240 screen (in 84+ BASIC, the useable area is 95x63 on the 96x64 screen).

I personally prefer the latter trick, because it ensures that the game look will satisfy my needs and it is required for text anyway.

Thanks, that is what I was looking for!