Upcoming TI-83 Plus Graphics Programs
|
Post updates on your projects here, or give other authors your feedback on
their works in progress.
When posting about an upcoming program of yours, please include a link to
any relevant information (screen shots, etc.) in the URL field.
To have an entry removed, please
Contact Us.
|
|
Reply to this item
|
Re: Upcoming TI-83 Plus Graphics Programs
|
brianb
(Web Page)
|
I have made an x, y, and z axes emulator on my ti-83+ by using mathematical formulas. So far it has proven successful in creating 3d polygons that can be moved into any shape or rotated at will. I have one slight problem with the program, and that is that the ti-83+ can only store up to 27 variables, but every vertice uses four variables. And for those who don't know about polygons; every polygon has three total vertices, so you can see my problem. I was wondering if there is any other way to store large amounts of variables?
|
|
16 February 2004, 06:38 GMT
|
|
|
|
|
Re: Re: Upcoming TI-83 Plus Graphics Programs
|
qbman
|
One way to store up to 999 values would be to use a s custom list.
to create a custom list, just type in these keystrokes:
2nd, (, 0, 2nd, ), sto>, 2nd, stat, > (right), Alpha, Apps
your screen should then have "{0}->L" on the screen (the L will be little), then type in a name up to five letters (like ABCDE) and hit enter. If you are on the home screen, the list will be created immediatly, if you are in a program, the list won't be created untill you run the program. To access custom lists, just type 2nd, STAT, and then select you list from the menu.
To resize the list to contain more than one element, just type in the number of elements followed by a sto "->" character and then "dim(" which is found in the same menu as the small L or in the catalog. Select the name off of the list menu and hit enter. It should look like this:
999->dim(LABCDE
which will resize the custome list ABCDE to a size of 999 vars.
to retrieve a value or store a value in a custom list, select the list from the list menu folowed by a open parenthesis and the element number
LABCDE(1)
returns the value of the first element
0->LABCDE(1)
stores 0 in the first element
Due to size limit on posts, I can't post all info here.
I think 3d is cool. I would be glad to help you out if you want. I could even try to help you make an ASM version of it for speed purposes. Just e-mail me.
|
|
25 February 2004, 17:42 GMT
|
|
Several Graphics Programs
|
jvdthwip
|
I have been working on, and have finished some of, several graphics programs.
My first ones let a user draw lines, pixels, and text (and circles, though it is discouraged) and it compiles the pic into Basic code...
One is set up like a Windows Wizard and is used to create easy to customize windows in Basic.
Both programs are useful for making lesser-than -700-byte pics or incorporating many pics in a game.
My third program uses the same drawing-compiling technique, but it draws pics with 2 cursors on 2 screens (the 83 plus screen split in 2). By going cross-eyed, the pic becomes 3D and depth is added by simply spacing objects differently. This technique can be easily implemented into games or pictures, but can be irritating / nauseating.
|
|
18 April 2004, 20:33 GMT
|
|
Re: Upcoming TI-83 Plus Graphics Programs
|
jvdthwip
|
I have created a BASIC program that converts the current graph screen to an ASM pic.
The only problem with it is: Its Soooo Slooowwwww...
I could re-write it in ASM but that would be difficult and I could re-write it in Visual Basic as a Windows Utility, but that would defeat the purpose, as it is an "on-calc" compiler...
So far, it takes about 35 seconds to compile on line of pixels, horizontally. That's about a half an hour per pic and I even had to chop it up into multiple run-times so it won't cause a Memory Error...
If someone could help me with my dilemma, I would appreciate it.
|
|
25 April 2004, 22:47 GMT
|
|
Re: Upcoming TI-83 Plus Graphics Programs
|
DarkPhantom
|
I am developing a BASIC program that will "ZIP" the picture that you select. All ZIPs so farare stored to string 1. the compression will be binary. (ones and zeros) The string size is 5796 digits in length because it has zeros meaning "no pixel here" and ones "meaning There's a pixel here!" please give me your feedback as I believe this project will be a big hit. I have about half of this program completed and if you have any ideas please Email me at seidel@shentel.net Be warned that if you spam, i will spam back only in defence but it will be pretty nasty so please don't spam! Thank you!
|
|
28 April 2004, 22:48 GMT
|
|
Matrix->Pic Anyone?
|
Nick_S
|
Right now I'm working on a "function" that allows
sprites to be drawn in basic
its too slow for an action game but could help out peopl who constantly have one pic as a title screen
you simply input numbers into a matrix
if u r to use this in a prog youd have the prog
configure the matrix
0=off
1=on
2=inverse
3=transparent(leaves pixel alone)
and the args are like this
{pixelX,pixelY,Matrix#}:prgmMAT2SPRT
|
|
20 June 2004, 03:01 GMT
|
|
Re: Upcoming TI-83 Plus Graphics Programs
|
dMb
|
I am working on a BASIC graphics program called "Matrx 3d" for TI-93+, and it is just about done. I just have to smooth out the edges a little bit.
The program takes a 25x25 matrix (it can create on itself) and turns it into a 3d landscape. 1s in the matrix are turned into walls, and the 0s are hallways. The program runs extremely fast for a BASIC program, a little less than 1 fps!
The graphics in the program a incredible. They are very, very detailed. It looks like GEMINI, except the walls are brick. The gfx were designed by Nick Bernier for use in one of his programs. The screen in each frame is made up of several different pics. The program checks the surrounding area and puts the pics together the correct way!
I have never seen anything like this done before in BASIC. It is absolutely remarkable. Once I release it (in a few months) ticalc.org should give it "featured program."
One cool thing about this: people will be able to desing all kinds of mazes for the program!
I will be doing a few more changes before the release, and then maybe work on a next version. Please download it-you'll love it!
Oughta be one of the best BASIC programs released in quite a while!
What do you think-sound good?
|
|
26 March 2005, 00:55 GMT
|
|
|
|
|
|
|
|
Re: Re: Re: Upcoming TI-83 Plus Graphics Programs
|
Tyler Durden
|
Ok, well I've done Mazes in C++, so without pointers and data structures this is going to be a bit difficult. The basic gist of generating a random maze is this:
First construct a path, your unique solution for the maze, from point A to point B. While doing this, keep a list of every node that still has options open. That is, if I decide to go up, and I got in this node from a node to the left, then the bottom and right directions will still be an option, so you put the node location and direction into an array(list, matrix, whatever).
After you construct your path, go back to your list of possible paths, for each node construct a path until the path reaches a dead end, then go down the list until all the nodes have no more paths left. When I say dead end, I mean that the node you are trying to reach has already been modified previously. This step is important because if you write to these nodes, you may very well end up with a maze with multiple solutions, and then it wouldn't be a maze would it?
If you need more help you can always check www.gamedev.net they have alot of tutorials on specific algorithms and what-not
|
|
3 April 2005, 04:52 GMT
|
|
Re: Upcoming TI-83 Plus Graphics Programs
|
Justin G.
(Web Page)
|
Why is there no greyscale incorporated with ti-83+ games? if the processor is the same why would it be so impossible?
In GHsoft's Dark Mage an attempt at greyscale will be made, if anybody knows how to clock up the 83+'s proccesor please tell me.
|
|
10 December 2000, 00:50 GMT
|
|
1 2 3 4
You can change the number of comments per page in Account Preferences.
|