It seems that despite the departure of Mraklopaz shortly after the release of nDoom, we will still finally see a TI-Nspire CX and Ndless 3.1 version of the popular first person shooter classic from 1993!
Critor is the person working on the CX/Ndless 3.1 port of the game and the video is by Adriweb. Hopefully more info is posted soon.
As you can see, it seems to work pretty well and since the CX doesn't have a blurry LCD, now it looks like you are playing on a real computer!
Last Edit: 15 December, 2011, 08:46:14 by DJ_O »
I was waiting for you to post a new about this ^.^
Last Edit: 15 December, 2011, 02:51:55 by epic7 »
Title Language Progress Status DrillMiner C (ndless) 35% Active ? C (ndless) 0% Unconfirmed Spoiler for Programming languages I currently know:
Java (Learning in AP Comp Sci)
C (Specifically Ndless)
LabView (For FIRST robotics)
z80 ASM (Just a little bit
ld a, 0 ld a, a
That's freaking crazy!
I want a CX so badly now!
Good thing the program is called nDoom, otherwise this thread would be titled "Doom for the CX at the horizon"
Last Edit: 15 December, 2011, 07:54:12 by calc84maniac »
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman
Ha ha, calc84maniac
This is yet another good news, and also renewed proof that whatever some TI pundits think, making a closed, undocumented platform, results in games, but not math programs, being done when said platform is forced open. Indeed, games obviously require much less OS integration than math programs
To answer DJ in the 1st post, you've got some more infos in the TI-Planet news:
So yes I'm the author of this port, and Adriweb made some tests and the video with the binary file I sent him.
My work is based on the HackSpire porting to 3.1 page, although this is far from enough:
For now the game is functional and wonderfull on real hardware, but they remain some problems with:
- the B-timer not fully implemented in my code: title screen animation is too fast
- the OS crashing when exiting
(B-timer and maybe screen mode not properly resetted when exiting yet)
Last Edit: 15 December, 2011, 08:33:25 by critor »
No it's a specific CX build for now.
Make sure to support, both, at least through build switches, or the maintenance will be a pain.
Ok guys. What controls do you want for nDoom on both ClickPad and TouchPad/CX ?
Here are the original controls from Mrakoplaz - the TouchPad wasn't supported in Ndless at that time. Action | Touchpad | Clickpad ________________|__________|____________________________ Forward/Back | 8/5 | Clickpad up/down Strafe left | 7/4 | Esc Strafe right | 9/6 | Home Turn left | ^ | Clickpad left Turn right | x^2 | Clickpad right Shoot | =/trig | Clickpad centre Melee | EE/PI | 1 Weapons 1 | A/B/C | 2/3/4 Weapons 2 | H/I/J | 5/6/7 Quit | Esc/Home | Enter Quicksave | Library key Quickload | Flag Use | Ctrl Map | Tab Contrast | +/-
Last Edit: 15 December, 2011, 21:46:16 by critor »
Those previous Touchpad controls look so awkward. Anyway, here's how I'd love it on a CX:
Forward: 8 Back: 5 Turn left: 4 Turn right: 6 Strafe left: 7 Strafe right: 9 Shoot: multiply Melee: divide Use: Enter Map: Catalog (above divide) Weapons: A, B, C, D, E, F If "quit" literally quits the game, then ESC, but if it pulls up the menu, then "menu". Quickload/save and contrast I wouldn't use, so I can't say where I'd want them.