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Messages - hoffa
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121
« on: June 02, 2012, 05:16:10 pm »
I'm dumping here one quick hack I put together one night for whoever who might find it interesting. It's called Ndless Commander (à la Midnight Commander), a Ndless file browser. Well actually browsing files and having a preview of the file is the only thing it can do, as I never really finished it (as said in the nSDL thread, I'm leaving soon so I won't have the time to take care of it myself). If anyone's up for the task, be my guest. You can basically venture into the dark abyss of your TI-Nspire's memory. Screenshots, as usual: Download's attached (TNS & source code). (oh and it uses nSDL for those who want to play around with the source)
122
« on: May 31, 2012, 01:09:39 pm »
Just passing by to say there'll probably only be one quick update (or none at all) at some point before I stop maintaining nSDL and generally end all involvement in calculator-related stuff. I have my exams right now and should be studying; no time to play around. Two days after graduation I hop on plane to Finland for my year-long conscription in the Finnish marines (hopefully eventually getting into army reserve officer school). Once that's done I'm moving to the UK for my university studies and will have other things on my mind. @critor: http://ourl.ca/14975;msg=241303
123
« on: May 22, 2012, 03:13:20 pm »
Thanks for the bug reports Hayleia. Here's an updated version. What's new: - Brighter walls - Fixed bug when inputting high score name - Changed controls a bit (see first post) Previous high scores should still be there. As for the 4,2,O-bug, it's very strange and I'll have a look at it (not going to point fingers, but might be a bug in Ndless; as far as the code goes that shouldn't happen, nor should nSDL mix keys up or something). The controls have been moved a bit however so it shouldn't be an issue at this point. Please do tell me if the keys are not good, remember however that it should be relatively easy to have two players playing at the same time.
124
« on: May 19, 2012, 05:34:14 am »
Yeah, the overwhelming majority of the space is taken by the 792x445 bitmap sprite sheet. As I mentioned in the post, it could have been considerably smaller if I had the time to rearrange the sprite sheet (it would require to change all of the hardcoded values in the code), as there's a lot of empty space in it. I will probably at some point rearrange it, which should reduce the size by at least twice.
126
« on: May 18, 2012, 02:11:53 pm »
This is an improved port of a SDL game (as such, it uses nSDL) called Dodgin' Diamond 2 (which has been ported to quite a few platforms EDIT: he even mentioned this port on his page ). Improved in this case means graphics improvements, gameplay improvements and bug fixes. It's a vertical shooter à la SNES and has single player mode, co-op mode and high scores. The controls are as follows: - For player 1 you can use the whole numpad to move around (7 to go up-left, 6 to go right, etc.) and 5 is for shooting - For player 2 the keys E,F,G,L,N,S,T,U are used to move around (the same way as player 1) and M is used for shooting Press CTRL to pause the game. Press I to show/hide FPS. Here are a few screenshots: EDIT: And a new one: Gameplay video: The game is attached to this post. (note that it could have been at least twice as small as its current size if I had the time to rearrange the sprite sheet) Thanks for Pomi for some CX-related testing. Source code is here. Click here for latest version (0.3.0)
127
« on: May 16, 2012, 03:42:45 pm »
I'm not sure if playing with the tiny buttons is more comfortable than with the touchpad. I think I'll keep it touchpad/numpad in the first version at least, and later I'll look into external config files if I have the time.
Yeah, I thought it would be hard too but in fact, once you placed your fingers on the keys, you don't move them a lot in this type of game. Moreover, the touchpad doesn't allow to push on two directionnal keys at a time (this is why my friend beat me the third time ) and doesn't allow you to keep two fingers on the "buttons"
Maybe you're right. Being unable to move diagonally is a good argument actually, so I guess I'll do it numpad for player 1 and keyboard for player 2. It'll leave the Clickpad users out for (playable) two player mode, but once I release nSDL 0.3.1 there'll be diagonal touchpad key support too, which will probably make me update this and switch back.
128
« on: May 16, 2012, 02:47:38 pm »
What keys would you suggest? I admit my touchpad is crap too (feels very unresponsive and soft).
Else, you could also use the numpad for player one and some of the bottom keys for the second player, like I for up, W for down, ',' for left, R for right and Space to shoot ?
Or something even better would be to make several key_config external files (like the ones we must put in Examples) that the game would load, and according to which one we have, the key configuration is not the same. But that may be a bit annoying to do for you
I'm not sure if playing with the tiny buttons is more comfortable than with the touchpad. I think I'll keep it touchpad/numpad in the first version at least, and later I'll look into external config files if I have the time. Meanwhile, here's a screenshot of the improved version I'm working on:
129
« on: May 16, 2012, 02:15:59 pm »
I hardcoded (using a simple script) the map data in the program and compiled it. Magic happened: I've attached the game here in my post. I'd appreciate it if someone with a CX could try it (just dump the whole folder in the Examples folder on the TI-Nspire) and tell me how it runs. Even better would be to upload a video about it. If you have a Touchpad/Clickpad you can try it too, but the games' colors are quite dark; I couldn't see much (that made me think of a function that inverts the palette...hmm).
The controls are CTRL, tab, arrow keys (player 1) and 8/2/4/6, enter (player 2). Yes there's 2 player mode also.
I tried it on my CX, then with one of my friend, we couldn't stop playing in two player mode However, would it be possible to remap the keys for the first player (or maybe the two players) ? Because the Touchpad sucks a lot.
What keys would you suggest? I admit my touchpad is crap too (feels very unresponsive and soft). EDIT: I'll make it touchpad and/or numpad in single player, and only touchpad in co-op.
130
« on: May 15, 2012, 01:11:47 pm »
As the porting went rather well, I'm now working on an improved public version (named Dodgin' Diamond 2X) of the aforementioned game, Dodgin' Diamond 2. As usual, a screenshot, of the game's menu:
131
« on: May 13, 2012, 08:43:51 am »
We can easily port only: - games whose source code is available - games which relies on the SDL library - games which doesn't use assembly (between an MS-DOS and a Linux version of the same game, we should choose to work on the Linux version) - games written in C (no C++)
Also resolution should be taken into account, as nSDL handles resolution <= 320x240. Oh and global variables can be a source of frustration on bigger programs as there's no stable loader currently. Thankfully GP32/GP2X and some other machines have many games, use SDL, have a 320x240 resolution and many (most?) of the games are written in C. Oh and of course all the DOS clones/ports in SDL (C-Dogs, OpenTyrian and whatnot) and generic flexible SDL games. EDIT: I hardcoded (using a simple script) the map data in the program and compiled it. Magic happened: I've attached the game here in my post. I'd appreciate it if someone with a CX could try it (just dump the whole folder in the Examples folder on the TI-Nspire) and tell me how it runs. Even better would be to upload a video about it. If you have a Touchpad/Clickpad you can try it too, but the games' colors are quite dark; I couldn't see much (that made me think of a function that inverts the palette...hmm). The controls are CTRL, tab, arrow keys (player 1) and 8/2/4/6, enter (player 2). Yes there's 2 player mode also.
132
« on: May 13, 2012, 07:41:14 am »
I've been doing some porting lately to see how it works. First of all I ported a small CHIP-8/SCHIP emulator: (Joust up in this mothafaqa) But because of the way the CHIP-8 system works, it flickers (no buffers) and requires fine configuring (how many opcodes before drawing etc.), can't bother to play around with it to get everything to run smoothly. Then I tried a space shooter I found on the web, and seems to work well except there's no fscanf on the TI-Nspire, and as such I cannot load the mission files, which means I only see this: (I can move around and shoot and everything) (That's a screenshot from the two player mode) Haven't had any major issues or troubles porting the programs currently.
133
« on: May 12, 2012, 08:00:45 am »
Very nice
Also, since it's a "universal binary", what the size difference with the version before ? Probably not much ? (which means it's easier anyway for the programmer/user)
There's practically no difference.
134
« on: May 11, 2012, 12:18:34 pm »
0.3.0, with a few changes: - Full compatibility on all TI-Nspire calculators without recompiling, i.e., only one library file, one compile for all calculators
- SDL errors are shown through a text box
- Resolutions smaller than 320x240 are supported
- Odd coordinates now are correctly handled on TC models
- Fixed mouse leaving trail on some occasions
- Fixed sprites getting messed up with odd-width array-based images
- SDL_nCreatePalette() now creates a color palette on both TC & CX 8 bpp mode
- Again, a lot of cleaning up and rewriting
Here's the Zelda example running in 100x100: This version should be quite useful for porting SDL programs. Download here.
135
« on: May 07, 2012, 03:20:49 pm »
Some updates... I will probably release unexpectedly soon the following version, 0.3.0. I'm writing a lot of the video code for full compatibility on all calculators without the need to recompile (and not the slightest impact on performance). That means one program for all calculators. (it's quite a major change, hence the jump to 0.3.0 right away) There's also a bug with uneven width images when using the array-based images that needs to be fixed. I'll probably add a mode for easier porting that shows a message box when an error occurs, avoids mystical reboots and such. Here's the Zelda example running on both machines in 8 bpp, same binary for both (and as you can see in the version, no more nSDL 0.2.0-8/16-cx wizardry): That also means there'll be no NSP_BPP, so the user will have to specify the bit depth (if 16 bpp is used, it'll be forced to 8 bpp on classic models). EDIT: here's the on-calc debug helper in action: It shows all messages printed with NSP_DPRINT() and SDL_SetError().
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