Author Topic: [Ndless] Tunnel  (Read 20587 times)

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Offline Spenceboy98

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Re: [Ndless] Tunnel
« Reply #30 on: July 26, 2013, 01:31:08 am »
Thanks!

Nice indeed. I am really curious about how this would look like with color support in game.

I'm not really sure how to do color support. Whenever I try putting lcd_incolor(), it doesn't work(also, I don't have a CX to test it on).
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Offline Spenceboy98

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Re: [Ndless] Tunnel
« Reply #31 on: August 26, 2013, 06:10:03 pm »
Tried color support again(attached). Don't know if it works because I have no CX. This time I'm trying RGBlib (btw, do I need to put the lcd_incolor() for RGBlib?). Use a texture from other post.
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Offline lkj

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Re: [Ndless] Tunnel
« Reply #32 on: August 26, 2013, 08:46:47 pm »
You normally don't need lcd_incolor() if you don't have a lcd_ingray() earlier in your program.
It still doesn't work, it only shows a black screen. Or do I need something else than texture.bmp.tns and Tunnel.tns in the same directory?
Could you post the code?

Offline Spenceboy98

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Re: [Ndless] Tunnel
« Reply #33 on: August 26, 2013, 09:14:41 pm »
You normally don't need lcd_incolor() if you don't have a lcd_ingray() earlier in your program.
It still doesn't work, it only shows a black screen. Or do I need something else than texture.bmp.tns and Tunnel.tns in the same directory?
Could you post the code?

Here is my code:
Code: [Select]
#include <os.h>
#include "math.h"
#include "nCOMMON.h"
#include "touchpad.c"

#define R5G6B5(r,g,b) (is_cx ? (((r) << 11) | ((g) << 5) | (b)) : ((int)( 0.229 * (r) + 0.587 * ((g) / 2) + 0.114 * (b)) / 2))

int nRC_enableRelativePaths(char **argv)
{
char buf[256], *p;
strcpy(buf, argv[0]);
p = strrchr(buf, '/');
if (!p)
return -1;
*p = '\0';
return NU_Set_Current_Dir(buf) ? -1 : 0;
}

uint16_t* nRC_loadBMP(char *path)
{
int size, offset, i, x, bpp, r, g, b;
uint16_t *returnValue, color;
FILE *temp = fopen(path, "rb");

if(!temp)
{
printf("Could not open %s\n", path);
return NULL;
}

// Check if the file's 2 first char are BM (indicates bitmap)
if(!(fgetc(temp) == 0x42 && fgetc(temp) == 0x4d))
{
printf("Image is not a bitmap\n");
fclose(temp);
return NULL;
}

// Check the bits-per-pixel format of the bitmap and converts color accordingly
fseek(temp, 0x1c, SEEK_SET);
bpp = fgetc(temp);

// Gets the 4-bytes numbers of bytes representing pixels, situated at 0x22
// Note that a same size can represent a different number of pixels, depending on bpp
fseek(temp, 0x22, SEEK_SET);
size = fgetc(temp) | (fgetc(temp) << 8) | (fgetc(temp) << 16) | (fgetc(temp) << 24);

// Gets the 4-bytes offset to the start of the pixel table, situated at 0x0a
fseek(temp, 0x0a, SEEK_SET);
offset = fgetc(temp) | (fgetc(temp) << 8) | (fgetc(temp) << 16) | (fgetc(temp) << 24);

fseek(temp, offset, SEEK_SET);

switch(bpp)
{ // Monochrome bitmaps have 1 bit per pixel : 0 is full black, 1 is full white
case 1:
returnValue = malloc(size * 8 * sizeof(int));
if(!returnValue)
{
printf("Could not allocate memory");
fclose(temp);
return NULL;
}
for(i = size - 1; i >= 0; i--)
{
color = fgetc(temp);
for(x = 0; x < 8; x++)
{
returnValue[i * 8 + x] = (color & (1 << x)) ? (is_cx ? 65535 : 15) : 0;
}
}
break;

// 16-colours bitmaps have 4 bits per pixel, corresponding to a grayscale.
// Fortunately, the non-CX screen uses the same pixel format.
case 4:
returnValue = malloc(size * 2 * sizeof(int));
if(!returnValue)
{
printf("Could not allocate memory");
fclose(temp);
return NULL;
}
for(i = size - 1; i >= 0; i--)
{
x = fgetc(temp);
color = x & 0x0f;
returnValue[i * 2] = is_cx ? ((color * 2) << 11) | ((color * 4) << 5) | (color * 2) : color;
color = (x >> 4) & 0x0f;
returnValue[i * 2 + 1] = is_cx ? ((color * 2) << 11) | ((color * 4) << 5) | (color * 2) : color;
}
break;

// 256-colours bitmaps have 8 bits per pixel, corresponding to an index in a palette.
// So we must add the 8-bit value to the start of the palette to get the 32-bits colour of the pixel.
case 8:
printf("Paletted bitmaps not supported\n");
fclose(temp);
return NULL;
break;

// 65536-colours bitmaps have 16 bits per pixel, corresponding to the R5G6B5 colour format.
// Fortunately, the CX screen uses the same pixel format.
case 16:
size >>= 1;
returnValue = malloc(size * sizeof(int));
if(!returnValue)
{
printf("Could not allocate memory\n");
fclose(temp);
return NULL;
}
for(i = size - 1; i >= 0; i--)
{
color = (uint16_t)(fgetc(temp) | (fgetc(temp) << 8));
returnValue[i] = (is_cx ? color : ((int)( 0.229 * (color >> 11) + 0.587 * ((color >> 6) & 0x1f) + 0.114 * (color & 0x1f)) >> 1));
}
break;

// 16777216-colours bitmaps have 24 bits per pixel, being 8 bits for red, 8 for green and 8 for blue.
// Unfortunately, no TI-Nspire screen supports this format for now, so we have to scale it down to R5G6B5
// even if this means that we loose some quality.
case 24:
size /= 3;
returnValue = malloc(size * sizeof(int));
if(!returnValue)
{
printf("Could not allocate memory");
fclose(temp);
return NULL;
}
for(i = size - 1; i >= 0; i--)
{
b = fgetc(temp); g = fgetc(temp); r = fgetc(temp);
returnValue[i] = R5G6B5((int)(r / 8), (int)(g / 4), (int)(b / 8));
}
break;

// This format is the same than the previous one, except that it includes an alpha byte to determine the transparence
// degree of the pixel. I never planned to support transparency anyway.
case 32:
printf("32-bits bitmaps not supported\n");
fclose(temp);
return NULL;
break;

default:
printf("Format not supported\n");
fclose(temp);
return NULL;
break;
}

fclose(temp);
return returnValue;
}


#define texWidth 64
#define texHeight 64
#define screenWidth 240
#define screenHeight 240

int w = 240, h = 240, x, y;

uint16_t *texture;

int distanceTable[screenWidth][screenHeight];
int angleTable[screenWidth][screenHeight];
int buffer[screenWidth][screenHeight];

void sprite1(void *buffer, int *data, int x, int y, int width, int height){
int i, j;
for(i = 0; i < height; i++){
for(j = 0; j < width; j++){
if(x+j < 320 && x+j > 0 && y+i < 240 && y+i > 0){
setPixel(x+j, y+i, data[i*width+j], buffer);
}
}
}
}

uint16_t RGBColor(uint8_t r, uint8_t g, uint8_t b)
{
  return ((r / 8) << 11) | ((g / 4) << 5) | (b / 8);
}

uint16_t HSLtoRGB(int h, float s, float l) {
   float r = 0.0f; float g = 0.0f; float b = 0.0f;
   float c = (1-fabs(2*l-1))*s;
   float tc = c*(1-abs(h%2-1));
   switch(h/60) {
      case 0: r = c; g = tc; break;
      case 1: g = c; r = tc; break;
      case 2: g = c; b = tc; break;
      case 3: b = c; g = tc; break;
      case 4: b = c; r = tc; break;
      case 5: r = c; b = tc; break;
      default: break;
   }
   float m = l-c/2;
   r += m; g += m; b += m;
   return (uint16_t)(((int)(r*32)<<11)|((int)(g*64)<<5)|((int)(b*32)));
}

int main(int argc, char *argv[]) {
char *screen;
screen = (char*)malloc(SCREEN_BYTES_SIZE * sizeof(char));     // just a buffer
if(!screen)
{
exit(0);
}
clearScreen(RGBColor(0,0,0), screen);

if(nRC_enableRelativePaths(argv))
{
printf("Couldn't change directory\n");
exit(0);
}
texture = nRC_loadBMP("texture.bmp.tns");
if(!texture){
free(screen);
exit(0);
}
initTP();
for(x = 0; x < w; x++)
    for(y = 0; y < h; y++)
    {
        int angle, distance;
        float ratio = 32.0;
        distance = (int)(ratio * texHeight / sqrt((x - w / 2.0) * (x - w / 2.0) + (y - h / 2.0) * (y - h / 2.0))) % texHeight;
        angle = (0.5 * texWidth * atan2(y - h / 2.0, x - w / 2.0) / M_PI);
        distanceTable[x][y] = distance;
        angleTable[x][y] = angle;
    }
float animation = 0;
int shiftY = (unsigned int)(texHeight * 0.25);
    //begin the loop
    while(!isKeyPressed(KEY_NSPIRE_ESC))
    {
        animation = animation+0.04;
readTP();
int TZ = getTouchedZone4();
        //calculate the shift values out of the animation value
        int shiftX = (unsigned int)(texWidth * 1.0 * animation);
if(isKeyPressed(KEY_NSPIRE_RIGHT) || TZ==6)
shiftY++;
if(isKeyPressed(KEY_NSPIRE_LEFT) || TZ==4)
shiftY--;
        for(x = 0; x < w; x++)
        for(y = 0; y < h; y++)
        {
            //get the texel from the texture by using the tables, shifted with the animation values
            int color = texture[((unsigned int)(angleTable[x][y] + shiftY) % texHeight)*texWidth+((unsigned int)(distanceTable[x][y] + shiftX)  % texWidth)];
            buffer[x][y] = color;
        }
        sprite1(screen, buffer[0], 40, 0, 240, 240);
display(screen);
clearScreen(RGBColor(255,255,255), screen);
    } 
free(screen);
endTP();
return 0;
}

It keeps giving me the black screen too. :/
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Offline lkj

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Re: [Ndless] Tunnel
« Reply #34 on: August 26, 2013, 09:46:04 pm »
Either one of the functions you didn't post is the problem, or something with your SDK or makefile is wrong. It works without a problem after I built it. I'm pretty sure it's a problem with your makefile or Ndless, since my (working) build is 13kb whereas your broken build is almost 700kb big.
Maybe all you have to do is replace "nspire-ld" by "nspire-ld-bflt" in the makefile. If it still doesn't work, could you post the makefile?
« Last Edit: August 26, 2013, 09:48:25 pm by lkj »

Offline Spenceboy98

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Re: [Ndless] Tunnel
« Reply #35 on: August 26, 2013, 10:03:58 pm »
Either one of the functions you didn't post is the problem, or something with your SDK or makefile is wrong. It works without a problem after I built it. I'm pretty sure it's a problem with your makefile or Ndless, since my (working) build is 13kb whereas your broken build is almost 700kb big.
Maybe all you have to do is replace "nspire-ld" by "nspire-ld-bflt" in the makefile. If it still doesn't work, could you post the makefile?

Here's my makefile:
Code: [Select]
GCC = nspire-gcc
LD = nspire-ld
GCCFLAGS = -O2 -Wall -W -marm
LDFLAGS =
OBJCOPY := "$(shell which arm-elf-objcopy 2>/dev/null)"
ifeq (${OBJCOPY},"")
OBJCOPY := arm-none-eabi-objcopy
endif
EXE = Tunnel.tns
OBJS = Tunnel.o
DISTDIR = ../
vpath %.tns $(DISTDIR)

all: $(EXE)

%.o: %.c
$(GCC) $(GCCFLAGS) -c $<

$(EXE): $(OBJS)
$(LD) $(LDFLAGS) $^ -o $(@:.tns=.elf) -lRGB
mkdir -p $(DISTDIR)
$(OBJCOPY) -O binary $(@:.tns=.elf) $(DISTDIR)/[email protected]

clean:
rm -f *.o *.elf
rm -f $(DISTDIR)/$(EXE)

I tried changing what you said and it just gave me this error:
Code: [Select]
c:\Users\Kids\Downloads\ndless-v3.1-beta-r825-sdk\ndless-v3.1-beta-r825-sdk\yagarto\bin\arm-none-eabi-objcopy.exe:Tunnel.elf: File format not recognized
make: *** [Tunnel.tns] Error 1

Do you see anything wrong?
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Offline lkj

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Re: [Ndless] Tunnel
« Reply #36 on: August 26, 2013, 10:23:25 pm »
Ah, if you use nspire-ld-bflt you have to remove the lines about the objcopy, it isn't needed anymore. That's why it gave you an error.
Apart from that, there's nothing wrong with it.

Edit: This is the makefile the Ndless Editor automatically produces:
Spoiler For Makefile:
DEBUG = FALSE
GCC = nspire-gcc
AS = nspire-as
GXX=nspire-g++
LD = nspire-ld-bflt
GCCFLAGS = -Wall -W -marm
LDFLAGS =
ifeq ($(DEBUG),FALSE)
   GCCFLAGS += -Os
else
   GCCFLAGS += -O0 -g
   LDFLAGS += --debug
endif
CPPOBJS = $(patsubst %.cpp,%.o,$(wildcard *.cpp))
OBJS = $(patsubst %.c,%.o,$(wildcard *.c)) $(patsubst %.S,%.o,$(wildcard *.S)) $(CPPOBJS)
ifneq ($(strip $(CPPOBJS)),)
   LDFLAGS += --cpp
endif
EXE = Tunnel.tns
DISTDIR = .
vpath %.tns $(DISTDIR)

all: $(EXE)

%.o: %.c
   $(GCC) $(GCCFLAGS) -c $<

%.o: %.cpp
   $(GXX) $(GCCFLAGS) -c $<

%.o: %.S
   $(AS) -c $<

$(EXE): $(OBJS)
   mkdir -p $(DISTDIR)
   $(LD) $^ -o $(DISTDIR)/[email protected] $(LDFLAGS)
ifeq ($(DEBUG),FALSE)
   @rm -f $(DISTDIR)/*.gdb
endif

clean:
   rm -f *.o *.elf $(DISTDIR)/*.gdb $(DISTDIR)/$(EXE)
Maybe try it with this one if it still doesn't work.
« Last Edit: August 26, 2013, 10:28:45 pm by lkj »

Offline Spenceboy98

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Re: [Ndless] Tunnel
« Reply #37 on: August 26, 2013, 10:46:42 pm »
With that makefile, it gives me the attached file. Can you confirm that it works(I can't tell with a non-cx)?
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Offline Spenceboy98

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Re: [Ndless] Tunnel
« Reply #38 on: August 26, 2013, 11:42:54 pm »
*BUMP*
It definitely hasn't been 24 hours, but I felt I should update.

There are two files attached to this post. One in CX, and one is non-CX(though the gray should work just fine on CX). I'd like for tests and screenshots please(I hope it works). Also, if you test it, can you tell me how fast the CX one goes(if it works)?
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Offline DJ Omnimaga

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Re: [Ndless] Tunnel
« Reply #39 on: August 26, 2013, 11:57:21 pm »
Glad to see you're still working on this and especially that you added colors! :) By the way you should really add stuff on each sides of the screen or move the tunnel on one side then add stuff on the other side, such as an HUD with score and credits.

I probably won't try this now, though, unless this runs on any Ndless version released within the last 6 months (installing Ndless takes 5 hours because my battery is always depleted due to not using my calc often, and Ndless requires to charge it completely before being sent)
« Last Edit: August 26, 2013, 11:57:44 pm by DJ Omnimaga »

Offline Spenceboy98

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Re: [Ndless] Tunnel
« Reply #40 on: August 26, 2013, 11:59:36 pm »
Glad to see you're still working on this and especially that you added colors! :) By the way you should really add stuff on each sides of the screen or move the tunnel on one side then add stuff on the other side, such as an HUD with score and credits.

I probably won't try this now, though, unless this runs on any Ndless version released within the last 6 months (installing Ndless takes 5 hours because my battery is always depleted due to not using my calc often, and Ndless requires to charge it completely before being sent)

Compiled with ndless-v3.1-beta-r825-sdk. I think that's a newer version. ;)
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Offline Levak

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Re: [Ndless] Tunnel
« Reply #41 on: August 27, 2013, 02:27:22 am »
There are two files attached to this post. One in CX, and one is non-CX(though the gray should work just fine on CX).
Why are you giving separate builds ? You should checkout has_color (or similar others) in order to make only one build compatible with all models.

Quote
Compiled with ndless-v3.1-beta-r825-sdk. I think that's a newer version. Wink
If your using specific functionalities, you should always use assert_ndless_rev(rev) according to the revision the feature you're using appeared in.
This guarantee your code doesn't crash if the user doesn't have the proper Ndless version.
I see you're using nspire-ld-bflt, your minimal Ndless version is at least r806 according to http://hackspire.unsads.com/wiki/index.php/Ndless_features_and_limitations#bFLT_loader


(installing Ndless takes 5 hours because my battery is always depleted due to not using my calc often, and Ndless requires to charge it completely before being sent)
Completely charged ? No.
Also, its not Ndless that requires this, but the operating system because Ndless installation is using OS upgrade routines in order to exploit. The OS itself requires that the battery is sufficiently charged in order to support the time to upgrade being offline. Since Ndless is a 12Ko upgrade it won't last really long.
« Last Edit: August 27, 2013, 02:32:54 am by Levak »
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Offline lkj

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Re: [Ndless] Tunnel
« Reply #42 on: August 27, 2013, 02:16:50 pm »
*BUMP*
It definitely hasn't been 24 hours, but I felt I should update.

There are two files attached to this post. One in CX, and one is non-CX(though the gray should work just fine on CX). I'd like for tests and screenshots please(I hope it works). Also, if you test it, can you tell me how fast the CX one goes(if it works)?
This one finally works (the one a post before this one didn't, though) :)
It looks like the last color screenshot I posted, just with a white background. I don't know how fast it is on real hardware, though.

Offline Spenceboy98

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Re: [Ndless] Tunnel
« Reply #43 on: August 27, 2013, 07:01:49 pm »
Okay, thanks! I think I've made it cross compatible with both(attached). It works fine, but a little slower, on the gray Nspire. Hopefully it works for CX. :D
« Last Edit: August 27, 2013, 07:03:13 pm by Spenceboy98 »
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Offline lkj

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Re: [Ndless] Tunnel
« Reply #44 on: August 27, 2013, 07:45:06 pm »
It only displays a white screen on the CX...