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 - critor
Pages: 1 ... 63 64 [65] 66 67 ... 137
961
« 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 Hope it will be usefull to you! http://tiplanet.org/forum/viewtopic.php?p=118653#p118653
962
« 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=8541In parallel, I'm still working on mViewer CX:
963
« 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
« 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: 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: 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
« on: December 06, 2011, 06:42:37 pm »
Congratulations!
966
« 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=8521TI-Nspire CX - now better than the Nintendo 3DS ?
968
« 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
« 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
« 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
« 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
« 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
« 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
« 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
« 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
Pages: 1 ... 63 64 [65] 66 67 ... 137
|