This will not directly work on the CSE from this current codebase, as they run 2 different processors, and the screen on the CSE is not memory mapped like the CE is, so there would be some big changes needed to the way it displays data, I'm sure.
tifreak8x wrote:
This will not directly work on the CSE from this current codebase, as they run 2 different processors, and the screen on the CSE is not memory mapped like the CE is, so there would be some big changes needed to the way it displays data, I'm sure.
so it will be pretty hard to port it?
tristris389 wrote:
will this work on the CSE?
Please read the first post in this topic, which specifies that it's a TI-84 Plus CE program, made possible by the hardware and speed of the CE. Thanks! Eightx84 wrote:
When this is complete, will we be able to change tile sprites and stuff?
Yes, of course. It already can, but I kind of like the default tile set.
I was wondering how you are handling key detection? Has anyone been working on a general getKey routine for the CE? Also which Mario game did you base your tiles off?
Key Detection:
Code:
I'm using the tiles from Super Mario 3 Advance 4.
Also, this is how my custom getKey is going:
Code:
Code:
GetKeys:
ld hl,DI_Mode
ld (hl),2
xor a,a
scan:
cp a,(hl)
jr nz,scan
ld a,(kbdg1)
bit kbit2nd,a
jp nz,PlaceBlock
res 4,(iy+LCDFlgs)
bit kbitDel,a
jp nz,FullExit
ld a,(kbdg7)
ld (keypress),a
bit kbdDown,a
call nz,down
ld a,(keypress)
bit kbdLeft,a
call nz,left
ld a,(keypress)
bit kbdRight,a
call nz,right
ld a,(keypress)
bit kbdUp,a
call nz,up
jr MainLoop
I'm using the tiles from Super Mario 3 Advance 4.
Also, this is how my custom getKey is going:
Code:
GetKeys:
ld hl,DI_Mode
ld (hl),2
xor a,a
scan:
cp a,(hl)
jr nz,scan
ld a,(kbdg1)
bit kbit2nd,a
jp nz,PlaceBlock
res 4,(iy+LCDFlgs)
bit kbitDel,a
jp nz,FullExit
bit kbitGraph,a
jp nz,SelectTileTable
ld a,(keypress)
ld e,a
ld a,(kbdg7)
or a,a
jr z,ResetKeys
cp e
jr z,incrementkeywait
_:
ld (keypress),a
bit kbdLeft,a
call nz,left
ld a,(keypress)
bit kbdRight,a
call nz,right
ld a,(keypress)
bit kbdUp,a
call nz,up
jr MainLoop
incrementkeywait:
bit 5,(iy+LCDFlgs)
jr nz,-_
ld a,(keywait)
inc a
ld (keywait),a
cp 0Dh
jr nz,MainLoop
set 5,(iy+LCDFlgs)
xor a
ld (keywait),a
jp MainLoop
ResetKeys:
ld hl,MainLoop
ResetKeys2:
xor a
ld (keypress),a
res 5,(iy+LCDFlgs)
jp (hl)
keywait:
.db 0
Wow! I just watched the video and it looks amazing. I like how stuff like the coins and the question marks are actually moving, so there is motion even when the screen isn't being shifted over. I can't wait to download all of this stuff you are making for the TI-84+CE!
My Completed Programs:
100 Digits of Pi
Celtic det(12) Helper
Color Timer
Quadratic Solver
Song Lyrics CSE
Timer
Current Main Project:
Screensaver CSE
Progress: Basically done, but I want it to check for keypresses more often. About 320 times more often. Don't know how that's going to work out.
100 Digits of Pi
Celtic det(12) Helper
Color Timer
Quadratic Solver
Song Lyrics CSE
Timer
Current Main Project:
Screensaver CSE
Progress: Basically done, but I want it to check for keypresses more often. About 320 times more often. Don't know how that's going to work out.
Hi Mateo, do you think prizm could be capable to run this if it was ported in C for it please? Many thanks
amazonka wrote:
Hi Mateo, do you think prizm could be capable to run this if it was ported in C for it please? Many thanks
Well, I know next to nothing about the prizm for some reason, and since it supports C I also therefore assume it supports some form of assembly? I do think I might actually just use the assembly routines that I need, and then use C to do all the other work, but I haven't decided yet. That actually isn't a bad idea. At least for the CE, things like drawing sprites and tile engines still need to be written in assembly.
I love these projects Mateo, very inspiring!
This is awesome!
One day I will own a TI84+CE, then I'll help test this out.
Maybe I should start messing around with my NDS (again) while I still don't have one (TI84+CE)..
EDIT: Changed structure of post.
This is awesome!
One day I will own a TI84+CE, then I'll help test this out.
Maybe I should start messing around with my NDS (again) while I still don't have one (TI84+CE)..
EDIT: Changed structure of post.
;; - Revolution Software - ;;
add wrote:
Maybe I should start messing around with my NDS (again) while I still don't have one (TI84+CE)..
Agreed! Guess that means i'll have to brush up on my C, again, heh.
Mateo, your projects are all really great, i'm not really sure how you handle so many things at once, though. TI should really be paying you for all this work you've done and for making so many people want to buy their own CE just to try out your stuff.
Mateo, you never cease to amaze. Don't give up on a project as awesome as this! The whole Cemetech community is rooting for ya, especially the ones who do have a CE (like me, for example).
It's even better that it's open-source. Is there a github page so that other users can contribute?
It's even better that it's open-source. Is there a github page so that other users can contribute?
*necrobump*
Well, since Mateo's back....
Mateo: Will you continue to work on this? I would love to see it finished, and am willing to be a beta tester, since I have a CE.
Well, since Mateo's back....
Mateo: Will you continue to work on this? I would love to see it finished, and am willing to be a beta tester, since I have a CE.
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