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Messages - critor

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961
News / Dump your TI-Nspire easily!
« on: December 11, 2011, 11:22:06 am »
Dumping your TI-Nspire is needed for some specific tasks. It might become more and more needed soon ;)

But the dumping in itself is a very hard task...


First, according to the element you wanted to dump (Boot1, Boot2, Diagnostic, or OS), you had to get a different program.


Second, those programs (when they do exist), haven't been updated for months/years... They often need a very old OS/Ndless pair you won't be able to install.



With the help of Bsl, Goplat and Extended, I've just released PolyDumper.

Don't worry about the element you want to dump anymore: PolyDumper dumps everything: Boot1, Boot2, Diagnostics and OS! :)

Moreover, PolyDumper has been compiled for 6 Ndless versions, covering more than 15 OSes!
You can dump your 1.1 prototype Boot2 as easily as your 3.0 CX Boot1, if you manage to get Ndless 3.1 of course :P


Hope it will be usefull to you! :)

http://tiplanet.org/forum/viewtopic.php?p=118653#p118653

962
Other Calculators / Re: mViewer - Nspire BMP viewer
« on: December 11, 2011, 11:13:40 am »
mViewer has been updated to version 3.1.

I've just fixed a little bug: some RLE-compressed BMP weren't readable as the end of the RLE wasn't standard according to the reference documents I've been using.


http://tiplanet.org/forum/viewtopic.php?t=8541



In parallel, I'm still working on mViewer CX:


963
nDoom / Re: nDoom - BETA!
« on: December 08, 2011, 04:33:42 pm »
The compilation problem has been solved.


Next problem is that nDoom is not using the 4bpp Nspire video mode (for which Ndless 3.1 has a compatibility feature on CX calculators), but the indexed 8bpp video mode.

So instead of grayscale, on CX you get a blue screen with red dots.


And another problem is that the game does freeze on CX at the (red-blue) "DOOM" title screen.

964
nDoom / Re: nDoom - BETA!
« 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?

965
News / Re: The 1st real 3D game on TI-Nspire CX
« on: December 06, 2011, 06:42:37 pm »
Congratulations! :)

966
News / The 1st real 3D game on TI-Nspire CX
« on: December 05, 2011, 04:46:28 pm »
Thanks to color, the first real 3D game has finally appeared on the TI-Nspire CX.

What? 3D games allready existed?
No... I'm talking of real 3D, like this:









Want to know more and download the Lua game? Come to TI-Planet!
http://tiplanet.org/forum/viewtopic.php?t=8521


TI-Nspire CX - now better than the Nintendo 3DS ? :P

967
News / Re: Ndless 3 Alpha on Nspire CX CAS (photos + video)
« on: December 04, 2011, 06:24:31 am »
After the NES emulator, here comes the 2nd color Ndless program, mViewer CX! :D




Check it here:
http://tiplanet.org/forum/viewtopic.php?p=118445#p118445

968
News / Re: Ndless 3 Alpha on Nspire CX CAS (photos + video)
« on: December 04, 2011, 04:23:10 am »
Ok, most Ndless 1.7/2.0 programs don't display anything on a TI-Nspire CX.
Because the screen buffer base address seems to have been changed.
So most programs who were using a hard-coded screen base address are writing outside of the screen buffer,which may crash/reboot the calculator.

Screen Buffer was at 0xa4000100 on TI-Nspire ClickPad/TouchPad.
If I'm not mistaken, it os now at 0x13FDA800 on TI-Nspire CX.

To make portable programs, you can get the screen buffer address which seems to be stored at 0xC0000010 on all models.


NESpire is working because it was recompiled for CX Nspires.
mViewer is working because it was allocating and using a second screen buffer.

969
News / Re: Ndless 3 Alpha on Nspire CX CAS (photos + video)
« on: December 03, 2011, 06:33:31 pm »
Wow!  Extremely impressive! :)

Can I get information on how to draw to the Nspire CX's screen?  I would like to start updating my stuff (particularly nPlayer) and I need this info to proceed! :)
The buffer has 16-bit pixel entries with 5 bits for red (mask 0xF800), 6 bits for green (mask 0x07E0), and 5 bits for blue (mask 0x001F). You can also change the color settings by interfacing with the LCD controller (look up PrimeCell PL111). The address of the buffer can be read from 0xC0000010 on all Nspire models.


Could we have some code sample which would display black, white, red, green & blue pixels?

Many things seem different and unfortunately HackSpire is not up to date.

970
Other Calculators / Re: Ndless 3.1 alpha testing has just begun
« on: December 03, 2011, 11:17:46 am »
The keypad hardware reads inverted values compared to the non-CX calcs

I've tried to recompile mViewer, and I do confirm this problem.
isKeyPressed() should be update to return inverted results on CX hardware, if possible of course.

971
News / Hidden TI-84 emulator on TI-Nspire CX ?
« on: November 29, 2011, 04:10:32 pm »
I have discovered this morning that the TI-84 Plus SE ROM was still included on basic TI-Nspire CX OSes 3.0.1 & 3.0.2, although you have no way to start the emulator to my knowlege up to now...

But the ROM was then removed on the basic TI-Nspire CX OS 3.1.0.


Read more and look at the proofs here:
http://tiplanet.org/forum/viewtopic.php?t=8496

972
News / Re: Ndless 3.1 showcased on TCAP, Tetrizm on HCWP
« on: November 27, 2011, 03:02:57 pm »
Did you miss Ndless 3.1 demo on TCAP yesterday?

Here's a demo just for you:

973
Other Calculators / Re: Ndless 3.1 alpha testing has just begun
« on: November 27, 2011, 03:10:17 am »
(Has someone tried OSLauncher ?)

If I'm not mistaken, OSlauncher should still work on ClickPad/TouchPad models.
On CX models there will be a little problem. OSlauncher needs a decrypted OS image. We used to decrypt on the PC as all 1.X/2.X OSes were encrypted ith the same BlowFish key. But CX OSes are now using different BlowFish keys for each version, the key beeing coded in the new "boot2.dat" file. Which means the "old" decryption program the author has no intention to update won't work any more.

EDIT : And does it work with OS 3.0.1 ?

No. You'll have to install OS 3.1.0.

974
Other Calculators / Ndless 3.1 alpha testing has just begun
« on: November 26, 2011, 05:34:21 pm »
We've begun alpha-testing Ndless 3.1 for the ClickPad & TouchPad 3.1.0 OS (not yet compatible with CX, sorry).

All Ndless 2.0 programs tested up to now ran directly without any problem.

For those who might have missed them on TCAP this evening, first feedbacks and photos here:
http://tiplanet.org/forum/viewtopic.php?p=118236#p118236

975
News / Re: Mod your prototype Nspire into a production one
« on: November 20, 2011, 02:45:54 pm »
Yes, that's what I was thinking about.

But unfortunately, no hope for TI-Nspire CAS+ owners up to now :(

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