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Author Topic: nDoom - BETA! -  (Read 31239 times) Bookmark and Share
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ExtendeD
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« Reply #75 on: 14 March, 2011, 23:20:10 »
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Mrakoplaz: have a look at port 900B0028 for the ON key.
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ndlessly - Progress and insights on Ndless
Ndless / Hackspire - Third-party TI-Nspire development
Deep Thought
So much to do, so much time, so little motivation
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« Reply #76 on: 19 March, 2011, 01:20:01 »
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I know my pace of development is glacial, but I definitely am not giving up on the project - at least not before custom WADs are supported, the strange crashing bugs fixed, and Clickpad controls improved. Maybe with the exception of the strange random crashes, all those should be fairly easy to implement... I'll just need to find the time, since I've got ridiculous amounts of work, and non-calculator activities take up time as well (heresy, I know ^_^).

Blasphem Nah, for something this good we're willing to wait Grin Good luck!

Mrakoplaz: have a look at port 900B0028 for the ON key.

Wow, I didn't realize there were that many ports on an Nspire shocked Or at least that big of a number.
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DJ Omnimaga
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« Reply #77 on: 24 March, 2011, 07:47:20 »
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Btw how is this progressing? I haven't seen you login in a week. Sad
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« Reply #78 on: 25 March, 2011, 02:22:27 »
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I know my pace of development is glacial, but I definitely am not giving up on the project - at least not before custom WADs are supported, the strange crashing bugs fixed, and Clickpad controls improved. Maybe with the exception of the strange random crashes, all those should be fairly easy to implement... I'll just need to find the time, since I've got ridiculous amounts of work, and non-calculator activities take up time as well (heresy, I know ^_^).

Blasphem Nah, for something this good we're willing to wait Grin Good luck!

Mrakoplaz: have a look at port 900B0028 for the ON key.

Wow, I didn't realize there were that many ports on an Nspire shocked Or at least that big of a number.
Well, it has a 32 bit address space, (Think 4GB) and naturally, much of it is unused. The high numbers are just for readability and room for expansion with new hardware versions.
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« Reply #79 on: 03 April, 2011, 13:27:33 »
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I'm still receiving the same vague (yet humorously profane) error screen each time I have loaded the game: a successful portrayal of "loading" top-left, followed instantly by "F*CK| W_InitFiles: no files found" <_< . Why could this be occuring? Would this be due to my usage of the 2.1.0 OS, or my comparative lack of Hard drive space? After this, a closing of the game window, either "F*CK| Couldn't allocate lumpcache" is sometimes displayed, or (more commonly) a sudden locking of the mouse.

Regardless, nDoom still looks AMAZING!!! I can't wait to own a copy on my TI!
« Last Edit: 03 June, 2011, 08:57:49 by mSuman95 » Logged
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« Reply #80 on: 03 April, 2011, 13:51:44 »
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Is the wad file in the same folder?
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DJ Omnimaga
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« Reply #81 on: 15 November, 2011, 22:56:41 »
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I'M thinking that I should get Mraklopaz to post this in ticalc.org archives at one point, seeing how he has dropped this project. It's like the best Ndless game on the TI-Nspire (IMHO) and it kinda sucks it's not available on the main calc site.

Hopefully someone else takes over when Ndless 3.0 arrives, though. I would love to see a color version of nDoom on the CX. The CX has a much better screen so playing it would be much easier than on the grayscale calcs, since there's barely any blur.

Just get ready with your banhammer if this ever makes EncyclopediaDramatica again, though... <_<
« Last Edit: 15 November, 2011, 22:57:09 by DJ_O » Logged

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« Reply #82 on: 07 December, 2011, 01:51:42 »
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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. Sad


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:


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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?
« Last Edit: 07 December, 2011, 01:53:05 by critor » Logged

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« Reply #83 on: 07 December, 2011, 05:56:16 »
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Sorry to hear it didn't work. I can't help unfortunately, but hopefully someone can. You could maybe post in the C sub-forum in case some people who can help don't notice in this topic.

A CX version would definitively be good, providing it doesn't break compatibility with the Clickpad and old Touchpad.
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« Reply #84 on: 07 December, 2011, 05:57:36 »
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memcpy and memset undefined? Weird, I thought it was part of the C language, or at least in the STD.
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« Reply #85 on: 07 December, 2011, 08:36:17 »
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It is, but look at the compiling parameters :  " nspire-ld -nostdlib ....."

__aeabi_ stuff are from the std lib too.

The thing is that if you don't write the -nostdlib part, I don't think it will work since the lib doesn't work on the Nspire ?

You might try though...
« Last Edit: 07 December, 2011, 08:36:32 by adriweb » Logged


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« Reply #86 on: 07 December, 2011, 09:08:30 »
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Yup, kick the -nostdlib out of the way. It will at least fix the undefined references to __aeabi_* (internal functions required to work around deficiencies of the ARM instruction set, such as no division instruction).
If it doesn't, then you have a problem with your toolchain. I successfully compiled programs depending on the __aeabi_* functions, in Ndless 1.7/2.0 time - for instance, the Nspire port of the TICT starfield effect demo.

After that, we'll see whether the errors about mem* are a byproduct of -nostdlib, or whether it's something else.
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« Reply #87 on: 07 December, 2011, 21:59:03 »
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Does nDoom contain all of the cheat codes that the original game had?
People say that cheat codes make video games boring (which in some cases this is true)
But in mildly hard games like doom, I like to know a few tips that can enhance my game (yes, cheat code is a misnomer. They are really just helpful tips. Angel)
« Last Edit: 07 December, 2011, 22:00:01 by njaddison » Logged


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« Reply #88 on: 08 December, 2011, 18:47:58 »
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Does nDoom contain all of the cheat codes that the original game had?
People say that cheat codes make video games boring (which in some cases this is true)
Cheat codes can not be boring if you don't use them Wink
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« Reply #89 on: 08 December, 2011, 18:53:35 »
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