Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mrakoplaz

Pages: [1] 2 3 4
1
News / Re: Fill your CX with Doom!
« on: January 22, 2012, 01:56:11 pm »
Just popping out of limbo to say, Critor is the awesomest guy ever (and so is ExtendeD and everyone else that managed to crack OS 3.1).

Seriously, you're awesome; all I did was the easy stuff at the start, then gave up after that. Instead, you actually did all the hard work and ported it to the CX, navigating my spaghetti 'code' and all. Congrats!
Critor for best pony!

2
nDoom / Critor is awesome
« on: January 22, 2012, 01:55:41 pm »
Hi everybody!

As you know, I actually disappeared for a long time about a year ago, just when the exciting features (custom WAD loading, etc.) were actually supposed to appear. That happened to an annoying combination of things; university applications, hard drive crash, and some real life events, all leaving me with basically zero time for programming. So, yeah, I gave up.

Anyway, I just got the newsletter in my inbox, and must say, I was shocked. Critor managed to do it everything by himself, without any of my help.
So, I'm making this thread to show my thanks!
Seriously, Critor, great job!

PS: Hoping it's not excessively spammy ^_^

3
nDoom / Re: nDoom - BETA!
« on: March 14, 2011, 01:04:41 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 ^_^).

I'll look into the pk7 (7zip) compression. Not promising anything, but I do agree that the current files are ridiculously large, and certainly will try to implement it.

Suggestions for the improved Clickpad controls; Right now, I'm just kind of quickly passing by and letting everyone know I'm still here, but once I get the time I'll definitely go through them in detail and decide.

By the way, does anyone know how gbc4nspire accesses the ON key? That would be extremely useful to know.

4
nDoom / Re: Post nDoom bug reports here.
« on: March 14, 2011, 12:48:49 pm »
Yay, I am finally back! Apologies to everyone for this long absence - I actually returned from Varese last Saturday, but first caught an annoying sickness, and then was completely swamped with work (in fact, it's not quite over yet, but at least most of it is now gone - on Sunday, I literally had 6 hours of homework, and that's already having done 2 hours on Saturday).

As for the random crashes on Clickpads and 1,7... I have no idea where on Earth they're coming from. "Couldn't Allocate Lumpcache", for example, is an error that should NEVER happen, since it's just a straightforward malloc(). The random crashes after pressing certain keys, sometimes in combinations, are also very puzzling; There's nothing there that could possibly crash it! It's just straightforward code for shooting and moving!

Sorry for the exclamation marks, but I am rather annoyed by this; Simple code that words perfectly both on the emulator (both in Clickpad and Touchpad modes) and my own calculator, but crashes mysteriously on others. I am quite literally lost, since nothing I myself have, not even the emulator, experiences these bugs.

Using several means of input at once has unforeseen consequences.  For example, strafing right while moving forward loads the quick save (which pissed me off quite a bit when it happened :P)
Hmm, that's certainly strange, and should not be happening. I thought Nspire keypads were free from these kinds of hardware key conflicts? I certainly haven't experienced anything like that even with the silliest of button combinations.

However, I did find that I can't move while looking at the map. Was that intended?
Actually, that was intended, since there were some minor bugs. I put in a quick hack to disable movement; Moving with the map on doesn't really make sense anyway, since you can't see enemies, and new walls that you haven't previously seen don't get discovered.

And as for "ENTER" being the quit key, and re-running the game after exit?
EPIC FAIL :banghead:. No other words describe it sufficiently. I'm not quite sure what I was thinking when I made that choice; Or even if I was thinking at all!
Does anyone know how gbc4nspire accesses the ON key? Because being able to use that would be just ideal...

There's a lot of posts, so I apologize if I missed someone (speak up if I did). Please keep the bug reports coming in, especially the random crash ones... maybe eventually, we'll get a pattern to appear.

PS: I'll be adding custom WAD support, and hopefully fixing the Doom2 crash bug next release, as soon as I get the time (although I've gone through the worst of it now, there's still an insane amount of work this year, every single week... add non-calculator activities, and many days there just isn't any time for programming at all).

5
nDoom / Re: nDoom - BETA!
« on: February 28, 2011, 01:59:26 pm »
OK, I'll take these controls suggestions into consideration after I've returned from the Model European Council thing.
I did want to map ON originally, but I discovered the key not being registered on the Touchpads, and didn't want to risk people not being able to quit - is this also the case on the Clickpads, or are there programs out there with mapped ON keys? I'm writing this up in a bit of a hurry (must prepare speech!), so I apologize for not checking the issue further right now.

6
nDoom / Re: Post nDoom bug reports here.
« on: February 28, 2011, 01:54:43 pm »
OK, I've recompiled with the latest version of Ndless. Unfortunately, I won't be here until next week, as I'll be taking part in the Model European Council in Varese. I do hope that this will fix it, and am hoping it really isn't different hardware, which would be really annoying, to say the least.

7
nDoom / Re: Post nDoom bug reports here.
« on: February 26, 2011, 07:48:26 am »
OK, this is getting weirder and weirder... I have no idea where the hell are all these bugs coming from! I haven't seen a single crash while testing on my calculator...

Hmm, now that I think about it, I think I've compiled the executable with a slightly older revision of Ndless (definitely not the beta revision!). Could someone check if you get different/less crashes depending on what revision of Ndless you are running?

I wonder if this is also the source of the "crash on 1.7" bug... since the Ndless for that version would have been different again.

8
nDoom / Re: nDoom - BETA!
« on: February 26, 2011, 07:41:42 am »
Huh? If you're talking about the "calculator doesn't return from sleep mode" bug, that's already been fixed! It certainly isn't killing my calculator... merauder75, what OS and Ndless version are you running?
I see two possibilities:
  • Virtual memory is mapped differently, either on CAS/nonCAS, or on the black/blue Nspires
  • The new Ndless beta changed something

DJ_O, custom wad support is temporarily broken, sorry. Not because of technical reasons (the code is all there, just commented), but mostly because I can't figure out how to make the user choose which wad to run. Should I just make it scan the directory and run all WADs found?

9
Ndless / Re: Ndless 2.0 for TI-Nspire enters beta stage
« on: February 25, 2011, 02:03:07 pm »
Heh, with the recent upsurge in new users wanting Ndless, I was just about to ask you to do something like this, seeing as I've experienced absolutely zero bugs in the two months I've been using it... nice to see we think alike.

With that in mind, I still must commend you on your decision! This definitely should make a lot of less-technical people feel less frustrated. I'll try and help with bug reports whenever I can, but I seriously haven't ran into any (as nDoom's failings had been due to my own stupidity).

10
Hmm, you did install MinGW alongside MSYS, right? I just realized it can't be your Yagarto installation, because MakeLoader is a x86 program, and not ARM.

I remember having tremendous issues getting MinGW/MSYS to work the first time around, but at the same time I also wrote a .txt file for myself noting what I did (well, it's mostly copy-paste from other assorted documents, plus a few personal notes), just so I could do it again if I had to reinstall Windows for some reason. It might help, it might not, but here it is anyway:

Quote
The total size of the installation of MSYS/MinGW is around 110 MB. Be sure to have enough space on your hard disk.

If you haven't already installed MinGW on your system, install MinGW in C:\MinGW. It is better to not install it in the same directory than MSYS, though there should be no problem since MSYS 1.0.11. In the installer, choose "Download and install", then "Current" (it will install gcc 4.4.0).

Install MSYS 1.0.11. I usually install it in C:\msys\1.0, but you can use any directory that you prefer.

Check http://sourceforge.net/projects/mingw/files/ for more recent versions of all these files.

Next, the post install process will ask for the directory where MinGW was installed to. Enter "c:/mingw". If you make a mistake, you can change it by editing the "C:\msys\1.0\etc\fstab" file, make sure to use 'LF line endings. An example fstab may contain:
c:/mingw /mingw
c:/java /java

Install MSYS DTK 1.0 in C:\msys\1.0.

Install MSYS Core 1.0.11. It is an archive. Untar it in C:\msys\1.0.

Set the environment variable HOME to C:\msys\1.0\home

Update GCC to 4.5.0 using the gcc-core-4.5.0-1-mingw32-bin package

11
Can you run a "make clean all" instead of just "make", so that we can see the whole log? It's strange that it can't find "gcc", though...

EDIT: This is definitely a path issue, looking at it again. Give me a few moments to recheck where gcc should be (Yagarto, MSYS, Mingw, I forget...).

EDIT2: You've installed yagarto in C:\Program Files (x86)\, judging by your path. If I remember correctly, Yagarto doesn't like special symbols in its filepath; Try uninstalling Yagarto completely, then reinstalling it in C:\YAGARTO or something similar (avoiding brackets, and also spaces just in case). I remember having some issues on my Win7 box with this.

12
"lndls" is a Ndless library file - looks like you're trying to compile the programs before you have compiled Ndless. You must first run the makefile in the ndless root, to get the libraries and other things you'll need to compile the programs themselves.

EDIT: Judging by your log, your program is actually getting compiled, and it's just the linker that's failing (since you haven't compiled the library yet), so I really think you've done everything correctly, except for running the wrong file. It should be all good after that.

13
nDoom / Re: nDOOM - Work in progress
« on: February 20, 2011, 01:05:25 pm »
Edit: Forgot to post the real bug report I wanted to:
The 'waterfall' splash screen is incredibly slow for me(3-4 seconds before screen update), but once it's in-game, it's fine.
Edit 2: Same laggyness going to an end-of-level animation.
Edit 3: I got a hard freeze about 30 seconds in on a Doom 2 wad.

Hmm, what OS are you on? CAS/normal, Clickpad/Touchpad?

I must say, I really am surprised at all these bug reports. On my calculator (Touchpad CAS 2.0.1), and my classmates' (same, but 2.1), it seems to work perfectly, and has for a week now (I did lengthy testing on purpose so that there'd be no bugs...). I do wonder what's causing it.

14
nDoom / Re: nDoom - BETA!
« on: February 20, 2011, 12:33:03 pm »
Wait wait wait, is that the reason why it won't work on 1.7? The root directory issue?

Because for quite some time, now, it doesn't have to be in the root any longer - the wad file just has to be in the same folder as the program. I haven't verified nested directories, or directories with special characters, but both /examples/ and /ndoom/ work just great. At least on they do on CAS Touchpads 2.0.1 and 2.1... I don't have access to any other models, so I can't really debug them except through your bug reports, unfortunately.

15
News / Re: nDoom for the Nspire!
« on: February 20, 2011, 12:15:02 pm »
It is another calc project, yes, but I'm not quite sure whether it will work yet (mostly what framerate I'll get); It won't be as epic as nDoom (if only because it won't have the trademark name), but it should be pretty nifty.
That's for later, though, right now I have to fix the 1.7 + Clickpad bugs... with nDoom getting featured in so many places around the internet, I have to work on it first!

Pages: [1] 2 3 4