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Offline pimathbrainiac

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[ndless 3.6] nVVVVVV
« on: June 01, 2014, 09:26:38 am »
I have a demos for nVVVVVV! :w00t:
No screenies because KArmTI isn't letting me install ndless, and Norton thinks nspire_emu is a virus.
Attached are the sources, the makefile, and the binary (Ndless 3.6, not sure if it will work with 3.1).
So far, you can only move left/right and flip gravity.
7/9 = left/right
8 = flip gravity

Will someone please make some screenies (CX and/or Grayscale)? Thank you :D

Github repo: https://github.com/pimathbrainiac/nVVVVVV/
Binaries: https://github.com/pimathbrainiac/nVVVVVV/releases/
« Last Edit: August 10, 2014, 07:15:49 am by pimathbrainiac »
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Offline Sorunome

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Re: [ndless 3.6] nVVVVVV
« Reply #1 on: June 01, 2014, 09:35:53 am »
gah, want a screenie :P

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Offline aeTIos

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Re: [ndless 3.6] nVVVVVV
« Reply #2 on: June 01, 2014, 09:39:18 am »
Take the n off the title and I'm happy. Also does this work with ndless 3.1?
Edit: doesn't seem to work with ndless 3.1 D: I get a "This document format is not supported" error. >.<
« Last Edit: June 01, 2014, 11:52:36 am by aeTIos »
Correct me if I'm wrong.


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Offline xlibman

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Re: [ndless 3.6] nVVVVVV
« Reply #3 on: June 01, 2014, 12:06:43 pm »
Good to see this ported to the Nspire. It's also nice to see some more Nspire games. :)

Hopefully it becomes Ndless 3.1-compatible eventually.
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Offline pimathbrainiac

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Re: [ndless 3.6] nVVVVVV
« Reply #4 on: June 01, 2014, 12:59:09 pm »
I would compile it under ndless 3.1, since all the code is compatible, but I can't find the ndless 3.1 sdk D:
Could someone who has it please attach the zip file?
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Offline Vogtinator

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Re: [ndless 3.6] nVVVVVV
« Reply #5 on: June 01, 2014, 01:13:27 pm »
ndless 3.1 and ndless 3.6 (and hopefully every other ndless version) are binary-compatible if you use only supported features.
Screenshot: (Made with nspire_emu running OS 3.1):

Edit: Of course ndless programs, not ndless itself, what would that even mean..
Quote
Edit: doesn't seem to work with ndless 3.1  I get a "This document format is not supported" error. >.<
Your ndless seems to be very old, without bFLT support. Try to upgrade to r914, it's available here
« Last Edit: June 01, 2014, 01:16:39 pm by Vogtinator »

Offline pimathbrainiac

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Re: [ndless 3.6] nVVVVVV
« Reply #6 on: June 01, 2014, 01:14:31 pm »
Well, the only libraries I'm using are OS.h and nSDL, so it should work.

EDIT:
Take the n off the title and I'm happy. Also does this work with ndless 3.1?
Edit: doesn't seem to work with ndless 3.1 D: I get a "This document format is not supported" error. >.<

According to Levak, you need to update ndless 3.1

EDIT 2: new version, fixing some tile things, attached.
« Last Edit: June 01, 2014, 01:24:04 pm by pimathbrainiac »
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Offline aeTIos

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Re: [ndless 3.6] nVVVVVV
« Reply #7 on: June 01, 2014, 02:03:38 pm »
Yeah I figured. Updating ndless now!
Correct me if I'm wrong.


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Offline Matrefeytontias

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Re: [ndless 3.6] nVVVVVV
« Reply #8 on: June 01, 2014, 02:07:55 pm »
:o be sure to make that work on monochrome Nspires too, I'll want it :D

Offline pimathbrainiac

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Re: [ndless 3.6] nVVVVVV
« Reply #9 on: June 01, 2014, 02:10:48 pm »
Matref: I only have a monochrome, don't worry :P

I'm using nSDL, so there should never be a problem :D
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Offline Hayleia

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Re: [ndless 3.6] nVVVVVV
« Reply #10 on: June 01, 2014, 02:13:23 pm »
I could tell you were using nSDL without reading, just by trying this on CX and non-CX. The speed difference is striking, see screenshots. I had problems with that too, even though I used SDL_DisplayFormat, so with pierrotdu18 and matref we started a new lib. Functions from that lib were used in Jetpack Impossible if you want to use them. They use the same format as nSDL (just remove all the "0x2a01" and you're set).


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Re: [ndless 3.6] nVVVVVV
« Reply #11 on: June 01, 2014, 02:32:53 pm »
Wow, the difference. O.O

Offline pimathbrainiac

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Re: [ndless 3.6] nVVVVVV
« Reply #12 on: June 01, 2014, 05:08:35 pm »
I'm trying to use the header from Jetpack Impossible, but I have a problem: I store my sprites in a spritemap, and blitting does not seem to be supported inherently by the library. So the question: How do I blit my spritemap in program?
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Offline Hayleia

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Re: [ndless 3.6] nVVVVVV
« Reply #13 on: June 01, 2014, 05:21:26 pm »
The putsprite function draws directly on the screen. So just do your regular tilemap and draw that.
Beware when drawing moving sprites though, if you erase them and don't draw them in a short time frame, there will be flickering. Pierrotdu18 and matref are working on double-buffering to avoid that but for now, we don't have better.
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Offline pimathbrainiac

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Re: [ndless 3.6] nVVVVVV
« Reply #14 on: June 01, 2014, 05:38:18 pm »
I either said something wrong, or you or I misunderstood the other:

I have a spritemap, that is, one image with all of the sprites in it. SDL has the function SDL_BlitSurface(surface, rect, screen, screenposition), which not only displays the sprite, but blits/crops the pointed surface so that only a specific region of said surface is displayed/drawn.

putsprite(x, y, ptr) displays the entire pointed image on the screen. Is there/can you make a routine that crops/blits the pointed image to a specific x/y/w/h?
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