Author Topic: nDoom - BETA!  (Read 105793 times)

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Offline ExtendeD

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Re: nDoom - BETA!
« Reply #75 on: March 14, 2011, 05:20:10 pm »
Mrakoplaz: have a look at port 900B0028 for the ON key.
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Re: nDoom - BETA!
« Reply #76 on: March 18, 2011, 07:20:01 pm »
I know my pace of development is glacial, but I definitely am not giving up on the project - at least not before custom WADs are supported, the strange crashing bugs fixed, and Clickpad controls improved. Maybe with the exception of the strange random crashes, all those should be fairly easy to implement... I'll just need to find the time, since I've got ridiculous amounts of work, and non-calculator activities take up time as well (heresy, I know ^_^).

Blasphem Nah, for something this good we're willing to wait ;D Good luck!

Mrakoplaz: have a look at port 900B0028 for the ON key.

Wow, I didn't realize there were that many ports on an Nspire O.O Or at least that big of a number.




Offline DJ Omnimaga

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Re: nDoom - BETA!
« Reply #77 on: March 24, 2011, 01:47:20 am »
Btw how is this progressing? I haven't seen you login in a week. :(

Offline fb39ca4

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Re: nDoom - BETA!
« Reply #78 on: March 24, 2011, 08:22:27 pm »
I know my pace of development is glacial, but I definitely am not giving up on the project - at least not before custom WADs are supported, the strange crashing bugs fixed, and Clickpad controls improved. Maybe with the exception of the strange random crashes, all those should be fairly easy to implement... I'll just need to find the time, since I've got ridiculous amounts of work, and non-calculator activities take up time as well (heresy, I know ^_^).

Blasphem Nah, for something this good we're willing to wait ;D Good luck!

Mrakoplaz: have a look at port 900B0028 for the ON key.

Wow, I didn't realize there were that many ports on an Nspire O.O Or at least that big of a number.
Well, it has a 32 bit address space, (Think 4GB) and naturally, much of it is unused. The high numbers are just for readability and room for expansion with new hardware versions.

Offline mSuman95

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Re: nDoom - BETA!
« Reply #79 on: April 03, 2011, 07:27:33 am »
I'm still receiving the same vague (yet humorously profane) error screen each time I have loaded the game: a successful portrayal of "loading" top-left, followed instantly by "F*CK| W_InitFiles: no files found" <_< . Why could this be occuring? Would this be due to my usage of the 2.1.0 OS, or my comparative lack of Hard drive space? After this, a closing of the game window, either "F*CK| Couldn't allocate lumpcache" is sometimes displayed, or (more commonly) a sudden locking of the mouse.

Regardless, nDoom still looks AMAZING!!! I can't wait to own a copy on my TI!
« Last Edit: June 03, 2011, 02:57:49 am by mSuman95 »

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Re: nDoom - BETA!
« Reply #80 on: April 03, 2011, 07:51:44 am »
Is the wad file in the same folder?

Offline DJ Omnimaga

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Re: nDoom - BETA!
« Reply #81 on: November 15, 2011, 03:56:41 pm »
I'M thinking that I should get Mraklopaz to post this in ticalc.org archives at one point, seeing how he has dropped this project. It's like the best Ndless game on the TI-Nspire (IMHO) and it kinda sucks it's not available on the main calc site.

Hopefully someone else takes over when Ndless 3.0 arrives, though. I would love to see a color version of nDoom on the CX. The CX has a much better screen so playing it would be much easier than on the grayscale calcs, since there's barely any blur.

Just get ready with your banhammer if this ever makes EncyclopediaDramatica again, though... <_<
« Last Edit: November 15, 2011, 03:57:09 pm by DJ_O »

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Re: nDoom - BETA!
« Reply #82 on: December 06, 2011, 06:51:42 pm »
As Mrakoplaz has not been here for months, I wanted to modify nDoom for CX compatibility.

A part of the code that has to be modified for CX video compatibility is in i_video.c.

I first tried to recompile the unmodified sources this evening with Ndless 3.1 alpha... and unfortunately it didn't work. :(


Here's what I'm using, which is working perfectly for compiling mViewer for example:

Quote
This build of yagarto use the following versions:

binutils: 2.21
gcc:      4.5.2
newlib:   1.19.0
gdb:      7.2


An here's what I'm getting at linking time:

Code: [Select]
nspire-ld -nostdlib i_main.o doomstat.o dstrings.o i_system.o i_video.o tables.o
 f_finale.o f_wipe.o d_main.o d_items.o g_game.o m_menu.o m_misc.o m_bbox.o m_fi
xed.o m_swap.o m_cheat.o m_random.o am_map.o p_ceilng.o p_doors.o p_enemy.o p_fl
oor.o p_inter.o p_lights.o p_map.o p_maputl.o p_plats.o p_pspr.o p_setup.o p_sig
ht.o p_spec.o p_switch.o p_mobj.o p_telept.o p_tick.o p_saveg.o p_user.o r_bsp.o
 r_data.o r_draw.o r_main.o r_plane.o r_segs.o r_sky.o r_things.o w_wad.o wi_stu
ff.o v_video.o st_lib.o st_stuff.o hu_stuff.o hu_lib.o z_zone.o info.o -o ndoom.
elf
tables.o: In function `SlopeDiv':
tables.c:(.text+0x18): undefined reference to `__aeabi_uidiv'
f_finale.o: In function `F_TextWrite':
f_finale.c:(.text+0x3e8): undefined reference to `__aeabi_idiv'
f_finale.o: In function `F_BunnyScroll':
f_finale.c:(.text+0xec0): undefined reference to `__aeabi_idiv'
f_wipe.o: In function `wipe_initMelt':
f_wipe.c:(.text+0x23c): undefined reference to `__aeabi_idivmod'
d_main.o: In function `D_DoomMain':
d_main.c:(.text+0xac0): undefined reference to `memset'
d_main.c:(.text+0xad0): undefined reference to `memcpy'
d_main.c:(.text+0xae0): undefined reference to `memset'
d_main.c:(.text+0xaf0): undefined reference to `memcpy'
d_main.c:(.text+0xb00): undefined reference to `memset'
d_main.c:(.text+0xb10): undefined reference to `memcpy'
d_main.c:(.text+0xb20): undefined reference to `memset'
d_main.c:(.text+0xb30): undefined reference to `memcpy'
d_main.c:(.text+0xb40): undefined reference to `memset'
d_main.c:(.text+0xb50): undefined reference to `memcpy'
d_main.c:(.text+0xb60): undefined reference to `memset'
d_main.c:(.text+0xb70): undefined reference to `memcpy'
d_main.c:(.text+0xb80): undefined reference to `memset'
d_main.c:(.text+0xb90): undefined reference to `memcpy'
d_main.c:(.text+0xba0): undefined reference to `memset'
d_main.c:(.text+0xbb0): undefined reference to `memcpy'
d_main.c:(.text+0xbc0): undefined reference to `memset'
d_main.c:(.text+0xbd0): undefined reference to `memcpy'
d_main.c:(.text+0xbe0): undefined reference to `memset'
d_main.c:(.text+0xbf0): undefined reference to `memcpy'
d_main.c:(.text+0xc04): undefined reference to `memset'
d_main.c:(.text+0xc14): undefined reference to `memcpy'
d_main.c:(.text+0xc24): undefined reference to `memset'
d_main.c:(.text+0xc34): undefined reference to `memcpy'
d_main.c:(.text+0xc44): undefined reference to `memset'
d_main.c:(.text+0xc54): undefined reference to `memcpy'
d_main.c:(.text+0xc64): undefined reference to `memset'
d_main.c:(.text+0xc74): undefined reference to `memcpy'
d_main.c:(.text+0xc84): undefined reference to `memset'
d_main.c:(.text+0xc94): undefined reference to `memcpy'
d_main.c:(.text+0xca4): undefined reference to `memset'
d_main.c:(.text+0xcb4): undefined reference to `memcpy'
d_main.c:(.text+0xcc4): undefined reference to `memset'
d_main.c:(.text+0xcd4): undefined reference to `memcpy'
d_main.c:(.text+0xce4): undefined reference to `memset'
d_main.c:(.text+0xcf4): undefined reference to `memcpy'
d_main.c:(.text+0xd04): undefined reference to `memset'
d_main.c:(.text+0xd14): undefined reference to `memcpy'
d_main.c:(.text+0xd28): undefined reference to `memcpy'
d_main.c:(.text+0xd3c): undefined reference to `memcpy'
d_main.c:(.text+0xd50): undefined reference to `memcpy'
d_main.c:(.text+0xd64): undefined reference to `memcpy'
g_game.o: In function `G_CheckSpot':
g_game.c:(.text+0x910): undefined reference to `__aeabi_idiv'
m_menu.o: In function `M_QuitDOOM':
m_menu.c:(.text+0x964): undefined reference to `__aeabi_idivmod'
m_fixed.o: In function `FixedDiv2':
m_fixed.c:(.text+0x20): undefined reference to `__aeabi_i2d'
m_fixed.c:(.text+0x30): undefined reference to `__aeabi_i2d'
m_fixed.c:(.text+0x44): undefined reference to `__aeabi_ddiv'
m_fixed.c:(.text+0x50): undefined reference to `__aeabi_dmul'
m_fixed.c:(.text+0x64): undefined reference to `__aeabi_dcmpge'
m_fixed.c:(.text+0x88): undefined reference to `__aeabi_dcmplt'
m_fixed.c:(.text+0xa8): undefined reference to `__aeabi_d2iz'
m_swap.o: In function `SwapLONG':
m_swap.c:(.text+0x18): undefined reference to `__bswapsi2'
am_map.o: In function `AM_addMark':
am_map.c:(.text+0x308): undefined reference to `__aeabi_idivmod'
am_map.o: In function `AM_updateLightLev':
am_map.c:(.text+0xddc): undefined reference to `__aeabi_idivmod'
am_map.o: In function `AM_clipMline':
am_map.c:(.text+0x1140): undefined reference to `__aeabi_idiv'
am_map.c:(.text+0x1178): undefined reference to `__aeabi_idiv'
am_map.c:(.text+0x11b4): undefined reference to `__aeabi_idiv'
am_map.c:(.text+0x11ec): undefined reference to `__aeabi_idiv'
p_enemy.o: In function `A_PosAttack':
p_enemy.c:(.text+0xc6c): undefined reference to `__aeabi_idivmod'
p_enemy.o: In function `A_SPosAttack':
p_enemy.c:(.text+0xcec): undefined reference to `__aeabi_idivmod'
p_enemy.o: In function `A_CPosAttack':
p_enemy.c:(.text+0xd70): undefined reference to `__aeabi_idivmod'
p_enemy.o: In function `A_SargAttack':
p_enemy.c:(.text+0xf28): undefined reference to `__aeabi_idivmod'
p_enemy.o: In function `A_HeadAttack':
p_enemy.c:(.text+0xf7c): undefined reference to `__aeabi_idivmod'
p_enemy.o: In function `A_Tracer':
p_enemy.c:(.text+0x123c): undefined reference to `__aeabi_idiv'
p_enemy.c:(.text+0x125c): undefined reference to `__aeabi_idiv'
p_enemy.o: In function `A_SkelFist':
p_enemy.c:(.text+0x12cc): undefined reference to `__aeabi_idivmod'
p_enemy.o: In function `A_VileAttack':
p_enemy.c:(.text+0x15e4): undefined reference to `__aeabi_idiv'
p_enemy.o: In function `A_SkullAttack':
p_enemy.c:(.text+0x1908): undefined reference to `__aeabi_idiv'
p_enemy.c:(.text+0x192c): undefined reference to `__aeabi_idiv'
p_enemy.o: In function `A_BrainSpit':
p_enemy.c:(.text+0x206c): undefined reference to `__aeabi_idivmod'
p_enemy.c:(.text+0x209c): undefined reference to `__aeabi_idiv'
p_enemy.c:(.text+0x20a8): undefined reference to `__aeabi_idiv'
p_inter.o: In function `P_DamageMobj':
p_inter.c:(.text+0xd20): undefined reference to `__aeabi_idiv'
p_inter.c:(.text+0xe0c): undefined reference to `__aeabi_idiv'
p_pspr.o: In function `A_Punch':
p_pspr.c:(.text+0x98): undefined reference to `__aeabi_idivmod'
p_pspr.o: In function `A_Saw':
p_pspr.c:(.text+0x188): undefined reference to `__aeabi_idivmod'
p_pspr.o: In function `P_GunShot':
p_pspr.c:(.text+0x39c): undefined reference to `__aeabi_idivmod'
p_pspr.o: In function `A_FireShotgun2':
p_pspr.c:(.text+0x8ac): undefined reference to `__aeabi_idivmod'
p_setup.o: In function `P_LoadSegs':
p_setup.c:(.text+0x14c): undefined reference to `__aeabi_uidiv'
p_setup.o: In function `P_LoadSectors':
p_setup.c:(.text+0x380): undefined reference to `__aeabi_uidiv'
p_setup.o: In function `P_LoadNodes':
p_setup.c:(.text+0x4b0): undefined reference to `__aeabi_uidiv'
p_setup.o: In function `P_LoadThings':
p_setup.c:(.text+0x5d0): undefined reference to `__aeabi_uidiv'
p_setup.o: In function `P_LoadLineDefs':
p_setup.c:(.text+0x670): undefined reference to `__aeabi_uidiv'
p_setup.o:p_setup.c:(.text+0x880): more undefined references to `__aeabi_uidiv'
follow
p_spec.o: In function `P_UpdateSpecials':
p_spec.c:(.text+0xf74): undefined reference to `__aeabi_idiv'
p_spec.c:(.text+0xf80): undefined reference to `__aeabi_idivmod'
p_mobj.o: In function `P_RemoveMobj':
p_mobj.c:(.text+0x1c0): undefined reference to `memcpy'
p_mobj.o: In function `P_NightmareRespawn':
p_mobj.c:(.text+0x2e8): undefined reference to `__aeabi_idiv'
p_mobj.o: In function `P_RespawnSpecials':
p_mobj.c:(.text+0xb08): undefined reference to `memcpy'
p_mobj.c:(.text+0xb14): undefined reference to `__aeabi_idiv'
p_mobj.o: In function `P_SpawnPlayer':
p_mobj.c:(.text+0xbf0): undefined reference to `__aeabi_idiv'
p_mobj.o: In function `P_SpawnMapThing':
p_mobj.c:(.text+0xd08): undefined reference to `memcpy'
p_mobj.c:(.text+0xe78): undefined reference to `memcpy'
p_mobj.c:(.text+0xe90): undefined reference to `__aeabi_idivmod'
p_mobj.c:(.text+0xed8): undefined reference to `__aeabi_idiv'
p_mobj.o: In function `P_SpawnMissile':
p_mobj.c:(.text+0x11b0): undefined reference to `__aeabi_idiv'
p_mobj.c:(.text+0x11cc): undefined reference to `__aeabi_idiv'
r_draw.o: In function `R_FillBackScreen':
r_draw.c:(.text+0x6ec): undefined reference to `memcpy'
r_draw.c:(.text+0x704): undefined reference to `memcpy'
r_main.o: In function `R_ExecuteSetViewSize':
r_main.c:(.text+0x81c): undefined reference to `__aeabi_idiv'
r_main.c:(.text+0x900): undefined reference to `__aeabi_idiv'
r_main.c:(.text+0x918): undefined reference to `__aeabi_idiv'
r_main.c:(.text+0xa64): undefined reference to `__aeabi_idiv'
r_segs.o: In function `R_RenderMaskedSegRange':
r_segs.c:(.text+0x2e0): undefined reference to `__aeabi_uidiv'
r_segs.o: In function `R_RenderSegLoop':
r_segs.c:(.text+0x5d8): undefined reference to `__aeabi_uidiv'
r_segs.o: In function `R_StoreWallRange':
r_segs.c:(.text+0xb70): undefined reference to `__aeabi_idiv'
wi_stuff.o: In function `WI_initAnimatedBack':
wi_stuff.c:(.text+0x3e0): undefined reference to `__aeabi_idivmod'
wi_stuff.o: In function `WI_updateAnimatedBack':
wi_stuff.c:(.text+0x530): undefined reference to `__aeabi_idivmod'
wi_stuff.o: In function `WI_drawNum':
wi_stuff.c:(.text+0x610): undefined reference to `__aeabi_idiv'
wi_stuff.c:(.text+0x660): undefined reference to `__aeabi_idivmod'
wi_stuff.c:(.text+0x68c): undefined reference to `__aeabi_idiv'
wi_stuff.o: In function `WI_drawTime':
wi_stuff.c:(.text+0x77c): undefined reference to `__aeabi_idiv'
wi_stuff.c:(.text+0x784): undefined reference to `__aeabi_idivmod'
wi_stuff.c:(.text+0x7bc): undefined reference to `__aeabi_idiv'
wi_stuff.c:(.text+0x7e4): undefined reference to `__aeabi_idiv'
wi_stuff.o: In function `WI_updateStats':
wi_stuff.c:(.text+0xabc): undefined reference to `__aeabi_idiv'
wi_stuff.c:(.text+0xad0): undefined reference to `__aeabi_idiv'
wi_stuff.c:(.text+0xae4): undefined reference to `__aeabi_idiv'
wi_stuff.o:wi_stuff.c:(.text+0xaf4): more undefined references to `__aeabi_idiv'
 follow
st_lib.o: In function `STlib_drawNum':
st_lib.c:(.text+0x17c): undefined reference to `__aeabi_idivmod'
st_lib.c:(.text+0x1a8): undefined reference to `__aeabi_idiv'
st_stuff.o: In function `ST_calcPainOffset':
st_stuff.c:(.text+0x6c8): undefined reference to `__aeabi_idiv'
st_stuff.o: In function `ST_updateFaceWidget':
st_stuff.c:(.text+0xa0c): undefined reference to `__aeabi_idivmod'
c:/ndless/sdk/bin/../lib\libndls.a(touchpad.o): In function `touchpad_scan':
touchpad.c:(.text+0x1a8): undefined reference to `__aeabi_idiv'
touchpad.c:(.text+0x1c4): undefined reference to `__aeabi_idiv'
touchpad.c:(.text+0x1e0): undefined reference to `__aeabi_idiv'
touchpad.c:(.text+0x1fc): undefined reference to `__aeabi_idiv'
touchpad.c:(.text+0x218): undefined reference to `__aeabi_idiv'
c:/ndless/sdk/bin/../lib\libndls.a(touchpad.o):touchpad.c:(.text+0x230): more un
defined references to `__aeabi_idiv' follow
collect2: ld returned 1 exit status
make: *** [ndoom.tns] Error 1


Some specific yagarto build might be needed... What do you think about that?
« Last Edit: December 06, 2011, 06:53:05 pm by critor »
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Offline DJ Omnimaga

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Re: nDoom - BETA!
« Reply #83 on: December 06, 2011, 10:56:16 pm »
Sorry to hear it didn't work. I can't help unfortunately, but hopefully someone can. You could maybe post in the C sub-forum in case some people who can help don't notice in this topic.

A CX version would definitively be good, providing it doesn't break compatibility with the Clickpad and old Touchpad.

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Re: nDoom - BETA!
« Reply #84 on: December 06, 2011, 10:57:36 pm »
memcpy and memset undefined? Weird, I thought it was part of the C language, or at least in the STD.

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Re: nDoom - BETA!
« Reply #85 on: December 07, 2011, 01:36:17 am »
It is, but look at the compiling parameters :  " nspire-ld -nostdlib ....."

__aeabi_ stuff are from the std lib too.

The thing is that if you don't write the -nostdlib part, I don't think it will work since the lib doesn't work on the Nspire ?

You might try though...
« Last Edit: December 07, 2011, 01:36:32 am by adriweb »
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Re: nDoom - BETA!
« Reply #86 on: December 07, 2011, 02:08:30 am »
Yup, kick the -nostdlib out of the way. It will at least fix the undefined references to __aeabi_* (internal functions required to work around deficiencies of the ARM instruction set, such as no division instruction).
If it doesn't, then you have a problem with your toolchain. I successfully compiled programs depending on the __aeabi_* functions, in Ndless 1.7/2.0 time - for instance, the Nspire port of the TICT starfield effect demo.

After that, we'll see whether the errors about mem* are a byproduct of -nostdlib, or whether it's something else.
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Re: nDoom - BETA!
« Reply #87 on: December 07, 2011, 02:59:03 pm »
Does nDoom contain all of the cheat codes that the original game had?
People say that cheat codes make video games boring (which in some cases this is true)
But in mildly hard games like doom, I like to know a few tips that can enhance my game (yes, cheat code is a misnomer. They are really just helpful tips. :angel:)
« Last Edit: December 07, 2011, 03:00:01 pm by njaddison »
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Re: nDoom - BETA!
« Reply #88 on: December 08, 2011, 11:47:58 am »
Does nDoom contain all of the cheat codes that the original game had?
People say that cheat codes make video games boring (which in some cases this is true)
Cheat codes can not be boring if you don't use them ;)
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Re: nDoom - BETA!
« Reply #89 on: December 08, 2011, 11:53:35 am »
I believe that nDoom is the actual wad file with code to read from it and run it on an Nspire. So I would believe it contains all the source code. :D

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Spoiler For IMPORTANT NEWS!:
Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...