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Messages - SpiroH
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« on: September 09, 2015, 04:28:11 pm »
I re-released another update for PicoDrive. ....
Well, the last version works in both emulators nspire_emu and kArmTI. I've just tested it. This release looks more stable than the previous one but still the nspire_emu's speed must be slowed down (F9) to about 40% of its normal speed to make the game (Sonic) playable. When using the Nspire gpSP emulator that doesn't seem to be necessary at all. Anyway, those are little details that can always be addressed later.
212
« on: September 08, 2015, 05:53:19 pm »
Well done again.! It works on kArmTI, but is just tooo fast, eheh. Can you slow it down a bit please?
213
« on: September 06, 2015, 01:54:24 pm »
Congratulations for the PocketSNES port effort. Another bunch of games to the Nspire/ndless world. Good (and hard) work!
Question: Any chance to change the default key bindings like in the gpSP emulator (via Menu)? I tried to play some games (Megaman X3 and VII) on the kArmTI/Nspiroid emulator and found it a bit hard to play with the default bindings. All the rest appears to work just fine, though. BTW, the last version is way faster but the key bindings are again different. So, yeah.
214
« on: September 04, 2015, 09:53:42 am »
Hi there, Here's the Nspiroid v1.08 update. I've fixed some issues and I think this release is a bit faster (specially the ARM version). Unfortunately, the last posted v1.07_low_res has a bug which i only came across some weeks later. Hopefully this new v1.08_low_res will work as intended. As usual, please report any other issues you would like to be tackled and i might be able to help. Have a nice day.
*Edit*: Just in case you want to try the new PocketSNES emulator by gameblabla on your ARM device, please use v1.09 instead.
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« on: September 01, 2015, 10:10:57 am »
Hi, Here is kArmTI's update v1.79.
Changes from v1.78:
1. UsbExplorer: . Improved usblink speed (approx. 45-50% boost and the main reason for this release). . Vertical dialog is resizable . An extra column 'Date modified' on the HostLC (on wide screens might come in handy) 2. QuickKeys: . Fancier icons 3. Skins Manager: . Rearranged layout 4. Cpu: . Support for nonaligned memory accesses is (re)included (eg, required to play PokemonRuby on the Nspire gpSP emulator). 5. Help: . A more up to date Help file (a set of screenies with some comments, aimed at noobs)
In what concerns the end user that's about it . Internally, I've substantially touched the code so new bugs might come up.
216
« on: August 30, 2015, 09:39:44 am »
.... @SpiroH Not sure exactly what you mean. If you are asking about animated gifs, there aren't any yet. These are just simple images I made to show how the game will look. If you are asking if the game itself will have animations, the answer is yes, but somewhat limited depending on what's going on. I suspect I won't be using moving NPCs. I do also agree though, language overall isn't important as long as it lets you accomplish what you want with your game or program.
IMO, mockups are fun but are dead! What really excites me is the way the game story unfolds. Can we have a rough idea of what you have in mind or is too soon? Surely you must have already something thought out (drafted in your mind). Good luck with that .
217
« on: August 20, 2015, 10:47:54 am »
Hi there, Today I'm releasing a low resolution 'only' version of Nspiroid (fat: x86 + arm), so that ppl with low resolution devices can also have a go exploring Nspiroid features and test in on their devices. I've targeted these layouts using a 7", AVD with 1024x600 resolution, using all the available screen space (not a lot) for Nspiroid. As, I can't possibly have all devices to test and design the layouts accordingly, i leave it to you to complain if you feel you need to (posting some picture will always help a lot). I'm expecting that some ppl will have some overlap of the 'navigation bar' problems, but nevertheless they should be able to test most of the available functionality. In a future iteration things can only improve, if there's interest. As usual, I'm assuming as a minimum api 17 (OS 4.2 Jelly Bean). I'm attaching some pictures, so that you can get a feel for the looks in a low resolution device. Enjoy!
*Edit*: fixed portrait picture; gaming layout was missing.
218
« on: August 17, 2015, 06:06:03 am »
Caro Ricardo, Welcome to Omnimaga and thank you for the kind words. Lately, i've been a little busy with other stuff including spending some time with my family. This is a holiday season and very soon work restarts with the usual lack of time for hobbies. Regarding your queries about Nspiroid i'll try to provide a general answer to some of them. I started the Nspiroid project using a Memopad 176Cx device, an affordable Android-x86 running 4.4.2 version. Developing using the Eclipse (or Android Studio) emulator is a real painful task because the emulator crashes a lot and is very slow. Then I also managed to port it to a cheap 'arm' based device 'BQ Maxwell 2' running Android-arm OS 4.2.2. The Nspiroid project in itself, regardless of the cpu, has required a substantial amount of time. Now i've reached a stage where we can try to target different OS versions and devices. At the moment the minimum SDK version is set to api 17 (OS 4.2 Jelly Bean) and the target version is set to api 19 (OS 4.4 KitKat) ( https://en.wikipedia.org/wiki/Android_version_history). In layout terms, Nspiroid includes support for screen densities ranging from mdpi (1024x600) to xxxhdpi (1440x2560). However, these densities buckets are very broad, meaning we really need to test Nspiroid on the actual device to see if the GUI does look good enough. So far, Nspiroid has only been tested on devices with resolutions: 720x1280, 800x1280 and 1080x1920 and i also did some tests on the emulator with a 1440x2560 virtual device (AVD). I intend (depending on my free time and the user's interest) to enlarge the range of devices and OS versions, but i'm afraid older OS versions lack some features that i use in Nspiroid and will complicate the port. Newer OS versions already pose some new challenges, for instance they change the way the memory is being allocated and that can make Nspiroid to crash (yeah, i've been there!). Adapting a variant of Nspiroid_fat_v105.apk to work on lower resolution devices (1024 x 768) shouldn't be much of a problem provided they run OS 4.2 version, at least. Lastly, thank you again for the important feedback you gave and stay tuned for future kArmTI/Nspiroid releases. BTW, i'm also a teacher so 'Welcome to the Tribe'. Cheers,
219
« on: August 09, 2015, 04:05:21 pm »
Well done! IMHO, you deserve a lot more credit. Oh well, ppl are on beach right now, i gather. Can't blame them, though. Keep up the good work!
220
« on: August 04, 2015, 12:47:28 pm »
That's a silly little typo bug, that i've already fixed. Next release will be ok, thanks. BTW, do have any possibility of testing Nspiroid on a Samsung S6 (1440x2560 px, ~577 ppi)? ATM, I'm working on the layouts to also support this rich guy's phone . *Edit*: Here is Nspiroid_fat_v105.apk. It includes beta support for more expensive devices, e.g. Samsung Galaxy S6. There are still some minor graphic glitches that i will fix later. ATM, all i want is to ensure the calculator functionality can be used near its full potential.
221
« on: August 02, 2015, 04:02:10 pm »
As some of you might have noticed, I've been busy posting in the Mockups thread. I've decided to turn these mockups into something more and actually make them into a fully fledged game! In case you haven't seen, here are the mockups and test tiles so far: ... pics The game is currently planned to be done in pure BASIC, but I may end up resorting to some ASM/ASM libs to read from archive if things get to big. Stay tuned for more!
Never mind the language you're programming in, as long as the computer gets what you mean. That looks pretty interesting, but aren't we missing some animation here? IMHO, the animation variable does play an important part, or not? I'm not an expert, so please be patient .
222
« on: August 02, 2015, 01:43:59 pm »
A nice contribution, as usual. A port of nspire_emu for x86-based Android phones/tablets.
A little more up to date info about Nspiroid is as follows: it started up, back in February, as an x86 only tablet/phone emulator. However, since the 11th of July it also runs on arm cpu's. As a matter of fact, the latest version is already being distributed as a fat binary, meaning it can run on either x86 or arm Android tablet/phone. Also, a typo mistake, the name is Nspiroid and not "Nspiriod", ehehe.
223
« on: August 02, 2015, 01:39:25 pm »
Yes, vertical bug is fixed. Great thank you! Good work!
Good! Thank you too for the precious feedback.
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« on: August 02, 2015, 03:11:12 am »
version 4.4.2 Yes I meant when you press on the top of the key "k" pressed "d" as if the calibration is shifted down all buttons have the offset response down to about 4mm, I think this is not a bug of the OS in other programs there is no such thing
Thanks, again. Unfortunately, i'm now pretty convinced this is yet another Android bug. I just did a bit of 'googling' and found something with similar symptoms. http://stackoverflow.com/questions/27258381/applying-keyboardview-in-android: "On android 4.4 ; specifically Samsung Galaxy s4 and s5 , the custom keypad appears nicely. On Samsung galaxy s3 and the rest of devices with screen size less than 5inches, the keypad is distorted and looks like : ..." Yes, Nspiroid uses KeyboardView. I'll see if i can apply some sort of workaround. *Edit1*: I think i found a solution for the problem. Please give me some more time and stay tuned. *Edit2*: Here goes v103.apk. I hope the keyboardview vertical offset bug is fixed in xxhdpi devices.
225
« on: August 01, 2015, 02:20:03 pm »
it working similar previous version, my cpu is Qualcomm Snapdragon 800 Quad-Core CPU 2.3GHz
That's important info, thanks. But i still need the exact OS version on your phone. Android has some version specific bugs, for which i've introduced some work-arounds which probably i'll need to remove. *Edit*: What do you mean exactly by "... displacement response of buttons hampers to work normally"?. Do you mean that you press 'k' and you get 'd'. Can you please try to explain it a bit further? I've never had/seen anything similar to that!
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