[Staff] Senilym: Owt is RELEASED!

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DarkAuron
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Post by DarkAuron »

Owt will take longer because I want to make more interesting animations like you see from that screencap, and to make it longer than the first. Figuring out new patterns that look decent is kinda hard, but I'm trying when I can :)
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benryves
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Post by benryves »

Once you've released the second one (or final first one), I might try and convert it to ASM if I may so that us poor 83(+) users can see it at a decent frame rate :)
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Jim e
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Post by Jim e »

But half the point is that it's pure basic. You should just buy an SE, You could have wacky crazy fun with that. :D :D
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benryves
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Post by benryves »

Jim e wrote:But half the point is that it's pure basic.
It still looks awesome, regardless of the language. I don't need a calculator at all - my 83+ is overkill anyway. I can't afford an SE on top of that!
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Post by DarkAuron »

A port to assembly? Hmm, I was thinking about doing that, but I'd be interested in seeing how someone else could port it.. I may permit it, we'll see. On another note, here's another screeny from another Owt sequence:

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Ah great fun :roll:
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Jim e
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Post by Jim e »

d00d, thats pretty.
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Post by mnc2fan »

Wouldn't it run even faster (not that it needs to) on the SE's in ASM? It runs very fast in pure basic on the SE.

It would even be nice it someone made it an app.
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DarkAuron
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Post by DarkAuron »

15mhz in ASM would be psycho.. and custom screen updating routines would have to be used for 15mhz (unless it changed to 6mhz before updating then back again.. eh). I kinda feel like it needs to stay as a TI-BASIC program. Also, why an app?
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Jim e
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Post by Jim e »

An app is just excessive, but god 15mhz asm to draw LiNeZ....I hope you like blurrzz. :roll:
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tr1p1ea
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Post by tr1p1ea »

Wow, some of these line effects are really cool ... the good thing about VTI is that it doesnt emulate the blurriness of the screen wyhich can come in handy for screenies. But PindurTI's realism is nice ... just that i think CoBB needs to adjust the contrast as you can never really get your pixels to show up black in PindurTI.

Either way, i cant wait for this release Dark :).
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Post by DJ_O »

WOw its nice, it reminds me of an explosion sequence in Illusiat 10 :)
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Post by CoBB »

tr1p1ea wrote:...just that i think CoBB needs to adjust the contrast as you can never really get your pixels to show up black in PindurTI.
Yes, you can. What you can't get is pure white, actually.
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tr1p1ea
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Post by tr1p1ea »

Hhhmmm... Ok what i meant is that i cant get the screen to remain the greenish OFF state whilst having pixels dark grey or close to black. I can only get an intermediate shade of grey. If you change the contrast to make pixles black (or close enough) the reset of the screen is dark as well. I just dont feel that this correctly emulates the screen ... or is it just me?
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DarkAuron
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Post by DarkAuron »

The neat thing about some of these sequences is that they can be sized down and modified a bit to look very similar at a much smaller scale, and far less drawing would be required to render them, thus magic animations for rpgs and such would be very nice.

Now about Senilym (Final), I have everything ready except the menu, and the menu engine would be used the same in Senilym: Owt, except slightly different. Changes that have been made:

-Very minor size optimizations
-Only 100 lines are drawn on the randomly drawn screen at the intro, instead of 400. The effect creates an electric type of background as it zooms in to say Senilym. This was done as not only a better effect, but to make it easier on regular ti-83+ users.
-End credits screen changed to appropriate for the Final version.
-Slight code rearrangement

Not many changes, the most signicant thing would be the menu.
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Post by CoBB »

I know the cause, it's because I always set my monitor to high contrast. :) I adjusted it a little now, placing apart the black and the white levels.
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