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Author Topic: nSDL 1.1.1 Anniversary Edition—The Ultimate TI-Nspire Graphics Library! -  (Read 15160 times) Bookmark and Share
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adriweb
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« Reply #210 on: 15 May, 2012, 19:27:25 »
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Can you share the file ? Tongue

edit : whenever it's done Cheesy
« Last Edit: 15 May, 2012, 19:27:39 by adriweb » Logged


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« Reply #211 on: 16 May, 2012, 17:58:57 »
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I hardcoded (using a simple script) the map data in the program and compiled it. Magic happened:
Spoiler for Hidden:
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 Tongue
However, would it be possible to remap the keys for the first player (or maybe the two players) ? Because the Touchpad sucks a lot.
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« Reply #212 on: 16 May, 2012, 20:15:59 »
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I hardcoded (using a simple script) the map data in the program and compiled it. Magic happened:
Spoiler for Hidden:
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 Tongue
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.
« Last Edit: 16 May, 2012, 20:20:07 by hoffa » Logged
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« Reply #213 on: 16 May, 2012, 20:28:57 »
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EDIT: I'll make it touchpad and/or numpad in single player, and only touchpad in co-op.
Good idea Smiley

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 Undecided
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« Reply #214 on: 16 May, 2012, 20:47:38 »
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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 Undecided
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:

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« Reply #215 on: 16 May, 2012, 21:31:26 »
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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 Tongue) and doesn't allow you to keep two fingers on the "buttons" Sad

Also,

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« Reply #216 on: 16 May, 2012, 21:42:45 »
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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 Tongue) and doesn't allow you to keep two fingers on the "buttons" Sad
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.
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« Reply #217 on: 16 May, 2012, 21:49:58 »
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Thanks for taking my arguments in consideration Smiley

...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.
Or make those config files Tongue
But don't worry, there is no hurry Wink
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« Reply #218 on: 17 May, 2012, 03:25:39 »
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This is looking better than ever! I wants.
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« Reply #219 on: 17 May, 2012, 16:34:54 »
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Wahou! Cool! I wants.
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« Reply #220 on: 19 May, 2012, 00:40:45 »
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The game has now been released: http://omnimaga.org/index.php?topic=13589.0
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« Reply #221 on: 19 May, 2012, 05:11:16 »
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It looks awesome, but... nSDL programs are huge!
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« Reply #222 on: 19 May, 2012, 11:34:14 »
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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.
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« Reply #223 on: 23 May, 2012, 02:33:38 »
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Wow great stuff again. I really hope when nSDL comes out that it will help bringing an influx of new Ndless games to the community.
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« Reply #224 on: 23 May, 2012, 20:41:20 »
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I wonder if a port of Dosbox would be possible using this.
IIRC It uses SDL

But, I think the lowest thing it's been compiled for is ARMv6/ARM11, and IIRC the nspire is ARM9/v5.
I wonder how the speed of emulating a 286/386 Real would run, then again someone did make an x86 emulator for the DS.
Sorry for going a little off-topic :$
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