Author Topic: nDOOM - Work in progress  (Read 102431 times)

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Offline Eeems

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Re: nDOOM - Work in progress
« Reply #75 on: January 04, 2011, 11:40:59 pm »
Sorry about that, didn't even notice. I swear there were posts in between.
Hey no problem :) Just wasn't sure if you were aware about doubleposting.
/e

Offline fb39ca4

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Re: nDOOM - Work in progress
« Reply #76 on: January 06, 2011, 05:30:46 am »
Here is today's build. I've fixed level transition (however, level 2 has a big bug in the rendering, so this fix isn't very useful yet), added controls for contrast (plus/minus), an experimental alternate mapping for the Clickpad (I don't have one, so I have no idea about the ergonomics), and also changed the loader so that it looks for the WAD files in the current folder, and not necessarily the root.
I've also fixed another bug with the textures (which I accidentally introduced while debugging the last texture problem :-[), and the game looks even better now. Also, switches are no longer invisible:



Unfortunately, the reboot-on-quit bug ("Error at PC=FFFFFFFE: J mode is not implemented" in the emulator console) is still present - that, along with the rendering bug of level 2, are the top priorities for the next release. Hopefully I'll also have time to improve the HUD, so that you can tell the difference between picking up an item and taking damage.

For experimentation, I've also swapped the strafe/turn keys around. I'm not sure if it's an improvement in ergonomics or a step back, though.



I checked the new screenshot and it's awesome. How many levels of gray do you use by the way now? In the screenshot I only see 4 or 5 but I'm not sure if it's due to CalcCapture, low contrast or something else.
Thanks - it's supposed to use all sixteen shades, but I still have to shuffle the palette around a bit to spread the colours out and such. I think I screwed up on a couple of values while typing out the 256 bytes manually in hex...

PS: Yay! I just noticed I can upload files now. Both source and compiled version included ;D
What formula are you using to convert the colos into grayscale?
Ive used 5/16 green and 3/16 for red and blue.

Offline squalyl

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Re: nDOOM - Work in progress
« Reply #77 on: January 06, 2011, 05:57:07 am »
Quote
Actually, for all the Nspire stuff, it would be ideal to have an svn host dedicated to hosting Nspire. Such as someone here setting up their webserver for that.

What would you think of this? http://nspforge.unsads.com/

(be patient, DNS propagation may not be complete yet, I just added the domain a few minutes ago)

Offline Mrakoplaz

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Re: nDOOM - Work in progress
« Reply #78 on: January 06, 2011, 10:35:15 am »
I've been looking into the crash-on-quit bug and it's driving me crazy. It always seems to crash after main() returns, which might indicate a fault with Ndless, but no other programs (that I know of) crash on exit, making it obvious that the problem is related to Doom in some way. Problem is, in what way? I've been looking at the Ndless sources, but still don't understand most of them, especially the assembly bits, so I can't really help there, sorry.

It might be related (or not) to what Mrakoplaz has reported previously, but I've got something interesting.
mViewer is quite stable with Ndless 1.7, on non-CAS calculators, or even with Ndless 2.0 on non-CAS calculators.
I've got problems with the same binaries with Ndless 2.0 on a CAS ClickPad.
After exiting mViewer, the calculator does freeze or reboot very often (which does not happen on the non-CAS).
Now that is interesting. Could it be to do with the sheer amounts of memory required by the programs? I mean, mViewer can load quite large .bmps and similar, can it not? Whereas Doom allocates more than six megabytes to itself...
Also, it crashes on my Touchpad 100% of the time as well, so it's not related to you using a Clickpad.

And sorry about the file uploads restriction, this was to protect the forums from spambots that uploaded adult material.
Hey, most forums don't let you upload files at all, so I view this more as a bonus than a limitation.

What formula are you using to convert the colos into grayscale?
Ive used 5/16 green and 3/16 for red and blue.
I've used the dumb-dumb idiot formula - take screenshot of game palette, load it into picture editor, click "make grayscale" button, select the "colour picker" tool, hover mouse over each field of the palette, type result into array. One of the dumber things I've done, but hey, it was the first time doing something like this, and it seemed to work ;D

Quote
Actually, for all the Nspire stuff, it would be ideal to have an svn host dedicated to hosting Nspire. Such as someone here setting up their webserver for that.

What would you think of this? http://nspforge.unsads.com/
Sounds like a good idea, but unfortunately I absolutely despise all sorts of version control, from SVN to Git (Git more than the others, though). I agree they are critical for team projects, and that the only reason I don't like them is because I don't understand them... but that doesn't change the fact I hate them. I do backups manually, I track bugs with one .txt file, and progress/goals with a second one (whee! I am not even in university and already old-fashioned!).
Since they are very useful for about everyone else, however, good work! This will probably make it easier for others to start/track development.

To everyone else, I'm sorry but there's been no progress - I've been trying to track down the rendering issues in level two as well as the crash on exit, but found nothing so far. Also, further progress will slow down as holidays are ending. Hopefully though, nDoom will be in an acceptable state soon - apart from the rendering issues of level 2 and incomplete interface, it seems relatively playable.
I must point out though, my thanks to everyone for such encouraging feedback! I am not sure I'd be willing to spend twelve hours tracking down rendering bugs if it wasn't for this welcoming community; Since I only have an Nspire (and no TI84 keyboard), I can't really try many of your projects (and I've seen some really epic ones here, especially considering the relative simplicity of the hardware!), for which I apologize. Yet, this community has been so welcoming that I feel obligated to stay and somehow repay that... don't worry, I'll figure something out.

Also, while playing on the real calculator, I've noticed how the blurry display forces a very different playstyle on you; Instead of the good ol' run-and-gun of the original, you instead are slowly advancing, checking behind each corner, darting from cover to cover, etc. Interesting how the hardware changes things so much.

PS: Anyone tried the Clickpad controls? Are they absolutely horrible, or just subpar? Since I don't have one, I was working off a blurry picture of the keypad and couldn't do any practical tests.

Offline Silver Shadow

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Re: nDOOM - Work in progress
« Reply #79 on: January 06, 2011, 10:45:53 am »
Yes, the clickpad controls are horrible. They would be a lot better if:
1) The left and right keys would rotate the display instead of strafing
2) Use Esc and Home keys for strafing
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Offline ExtendeD

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Re: nDOOM - Work in progress
« Reply #80 on: January 06, 2011, 03:58:06 pm »
mViewer is quite stable with Ndless 1.7, on non-CAS calculators, or even with Ndless 2.0 on non-CAS calculators.
I've got problems with the same binaries with Ndless 2.0 on a CAS ClickPad.
After exiting mViewer, the calculator does freeze or reboot very often (which does not happen on the non-CAS).

So may be there is a wrong address for a 2.0 CAS syscall, I'll try to find it. Tell me if you happen to have an idea on which one it could be.
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Offline squalyl

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Re: nDOOM - Work in progress
« Reply #81 on: January 06, 2011, 04:18:28 pm »
Mrakoplaz: I understand how you feel about svn... until I lost 3 months worth of code, recovered half of it, then broke it once again, without the possibility to revert 3 days of (bad) work. However I'm not here to force anyone to do anything, so that's fine.

Just to say that I don't either use svn for shared projects, but the dumb way, as a cheap incremental backup with log messages. svn with more than 1 developer is a mess as soon as 2 people change the same file (half joke - but svn branches really sucks), and git seems nice but is too complicated for me. but the backup side of svn is nice. again, just my 2 cents, I totally respect your freedom.
« Last Edit: January 06, 2011, 04:20:20 pm by squalyl »

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Re: nDOOM - Work in progress
« Reply #82 on: January 06, 2011, 05:21:07 pm »
Please excuse my ignorance, but will 1.7 programs work on 2.0, because I'd love to try this, but I want to use gbc4nspire as well.

Offline apcalc

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Re: nDOOM - Work in progress
« Reply #83 on: January 06, 2011, 06:22:47 pm »
Please excuse my ignorance, but will 1.7 programs work on 2.0, because I'd love to try this, but I want to use gbc4nspire as well.

Yep! :)

All Ndless 1.7 programs are compatible with Ndless 2.0, with the reverse of this also being true (unless the touchpad keypad is being used; this may cause some problems with Ndless 1.7 programs with Ndless 2.0)! :)
« Last Edit: January 06, 2011, 06:23:15 pm by apcalc »


SirCmpwn

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Re: nDOOM - Work in progress
« Reply #84 on: January 06, 2011, 06:26:33 pm »
Win.  Once I get my nspire back, I'll definitely be upgrading.

Offline fb39ca4

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Re: nDOOM - Work in progress
« Reply #85 on: January 06, 2011, 06:56:13 pm »
A
Please excuse my ignorance, but will 1.7 programs work on 2.0, because I'd love to try this, but I want to use gbc4nspire as well.

Yep! :)

All Ndless 1.7 programs are compatible with Ndless 2.0, with the reverse of this also being true (unless the touchpad keypad is being used; this may cause some problems with Ndless 1.7 programs with Ndless 2.0)! :)
Are you sure ndless 2.0 progs work on 1.7? I just get a reboot when I run ndoom.

Ashbad

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Re: nDOOM - Work in progress
« Reply #86 on: January 06, 2011, 06:57:19 pm »
A
Please excuse my ignorance, but will 1.7 programs work on 2.0, because I'd love to try this, but I want to use gbc4nspire as well.



Yep! :)

All Ndless 1.7 programs are compatible with Ndless 2.0, with the reverse of this also being true (unless the touchpad keypad is being used; this may cause some problems with Ndless 1.7 programs with Ndless 2.0)! :)
Are you sure ndless 2.0 progs work on 1.7? I just get a reboot when I run ndoom.

I think it's that 1.7 progs work on 2.0, reverse order ;)

at least I think that's what he meant.
« Last Edit: January 06, 2011, 06:57:33 pm by Ashbad »

Offline Hot_Dog

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Re: nDOOM - Work in progress
« Reply #87 on: January 06, 2011, 07:03:02 pm »
Since it accepts .wad files, I'll have to try this with Chex Quest :)

Keep up the good work!

Offline fb39ca4

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Re: nDOOM - Work in progress
« Reply #88 on: January 06, 2011, 07:03:21 pm »
Read carefully, and you'll notice apcalc said "the reverse is also true" ;)

Offline apcalc

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Re: nDOOM - Work in progress
« Reply #89 on: January 06, 2011, 07:21:19 pm »
A
Please excuse my ignorance, but will 1.7 programs work on 2.0, because I'd love to try this, but I want to use gbc4nspire as well.

Yep! :)

All Ndless 1.7 programs are compatible with Ndless 2.0, with the reverse of this also being true (unless the touchpad keypad is being used; this may cause some problems with Ndless 1.7 programs with Ndless 2.0)! :)
Are you sure ndless 2.0 progs work on 1.7? I just get a reboot when I run ndoom.

I always thought that 2.0 programs would work on 1.7 too.  I don't see any reason why they would not work.  Maybe nDoom is using a syscall that is only present in Ndless 2.0, causing your Nspire to crash???