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Author Topic: Getting started with TI-84 Plus CE Programming  (Read 31294 times)

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Offline Duke "Tape" Eiyeron

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Re: TI-84 Plus CE released - Let coding commence!
« Reply #30 on: April 04, 2015, 05:54:29 am »
There was an attempt to make a common langue between Casio and TI : the MLC. It didn't got very popular though...
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Re: TI-84 Plus CE released - Let coding commence!
« Reply #31 on: April 04, 2015, 06:34:21 am »
Actually it was somewhat popular back then. It's just that the project founder quit calc stuff early in the project, which pretty much led to its demise. Also, the one in charge of the TI-86 version ran into issues with memory constraints (such as a 8 KB executable limit)

A lot of the MLC discussion was on Epic Programming Studio programming team forums, which I was staff at. But that team disbanded in late 2005.
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Offline tr1p1ea

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Re: TI-84 Plus CE released - Let coding commence!
« Reply #32 on: April 07, 2015, 10:18:56 am »
It's amazing how much of this stuff you remember :).

Another parser test, this time TIOS getKey vs ASM lib getkey. All code is the same besides the key function:

<iframe width="640" height="385" src="//www.youtube.com/embed/DvgIp8rYw-k?fs=1&start=" frameborder="0" allowfullscreen></iframe>

I believe the TIOS getKey actually isnt slow, rather its the key-repeat.

Offline Duke "Tape" Eiyeron

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Re: TI-84 Plus CE released - Let coding commence!
« Reply #33 on: April 07, 2015, 11:46:12 am »
Meeeh, I want to get back on game programming! When I seee such graphisms, I'm amazed by the richness of details of this spritesheet.
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Re: TI-84 Plus CE released - Let coding commence!
« Reply #34 on: April 08, 2015, 04:08:40 am »
Lol tr1p1ea thanks. I even remember some exact community event dates or member nicks from the old MC board. O.O

And woah BASIC getkey is so slow compared to ASM. That makes me want to investigate in FF to see if dungeon movements aren't actually throttled by getKey XD.
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Re: TI-84 Plus CE released - Let coding commence!
« Reply #35 on: April 08, 2015, 07:07:14 am »
But everything is faster in ASM so that's not really a surprise :P
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Offline Duke "Tape" Eiyeron

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Re: TI-84 Plus CE released - Let coding commence!
« Reply #36 on: April 08, 2015, 12:48:12 pm »
Yeah, but the result is still pretty pretty, so, whatever the language to make this, it's cool.
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Re: TI-84 Plus CE released - Let coding commence!
« Reply #37 on: April 08, 2015, 04:18:54 pm »
^this. As long as the code is optimized whenever possible and isn't slower than what the BASIC language is capable of.
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Re: TI-84 Plus CE released - Let coding commence!
« Reply #38 on: April 08, 2015, 05:22:05 pm »
Imagine making a demo like this in Brainf*** o.o
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Re: TI-84 Plus CE released - Let coding commence!
« Reply #39 on: April 09, 2015, 01:40:48 pm »
Can we even display anything other than text in brainf***, such as sprites?
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Re: TI-84 Plus CE released - Let coding commence!
« Reply #40 on: April 09, 2015, 02:58:39 pm »
Yeah, you'd have to add some instructions (like pixel-on or something) or define a specific location in the ram as the screen (kinda like PlotSScreen)
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Offline Duke "Tape" Eiyeron

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Re: TI-84 Plus CE released - Let coding commence!
« Reply #41 on: April 09, 2015, 03:17:18 pm »
Better : you map some sort of opcode parser in the BF memory, like the first 8 bytes to detect the operation and the arguments of the operation.
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Re: TI-84 Plus CE released - Let coding commence!
« Reply #42 on: April 09, 2015, 03:25:16 pm »
It's almost ASM that way :P
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Re: TI-84 Plus CE released - Let coding commence!
« Reply #43 on: April 09, 2015, 05:09:14 pm »
We should stick to C and ASM I think. Let's not make stuff even more complicated for people who have troubles learning low-level languages. :P


Also @tr1p1ea, For xLIBC, I think there should be an extra option allowing you to use map data made of tiles from 0 to F instead of 00 to FF. The 16 tiles you would be able to use would either be defined in a list before launching the real command, a much slower string or if none is specified, then only tile 0 through 15 in tilepic 0 or 1 would be used. I'm thinking that a list would be better because TI-BASIC string storage (even in Ans) is very slow.
{tile1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16:real(3,0,X,Y,MAPWIDTH,MAPSTRING,XSTART,YSTART,XEND,YEND,UPDATELCD,TILEMODE

Axe Parser had ways to use such map data and it was much smaller in size. It could be handy for people who have simpler tilemap data who wants to save space.
« Last Edit: April 09, 2015, 06:05:46 pm by DJ Omnimaga »
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Offline Duke "Tape" Eiyeron

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Re: TI-84 Plus CE released - Let coding commence!
« Reply #44 on: April 10, 2015, 03:13:18 pm »
Yeah, you mean using 4 bytes for each tile? YEah that could be feasible as even Axe Parser does have a function for dat "nibble{}"
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