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 | +/-
In 1993, we fully expect DOOM to be the number one cause of decreased productivity in businesses around the world.
In 2011, we fully expect DOOM to be the number one cause of decreased productivity in schools around the world.
You need to compile Ndless 2.0-pre yourself from SVN, as described in some other topics, and install it onto your calculator :)Ah, alright. I'll eventually get around to it.
it took me 3 minutes to load instead of the usual 3 seconds x.xO.O
btw: did u already upload the recompiled version you were speaking about in the other thread??He did upload it in that post if I'm not blind...;)
If we can straffe and move with arrows, wouldn't it become impossible to do both at once anymore?Yeah, I guess that would mean no more circle strafing. Strafe running would still work, as pressing home+up or down would still move you forwards or backwards.
Also I agree with shooting. Otherwise it's a bit hard to shoot, as we accidentally press the clickpad while shooting. I also agree with ON for quitting. Often I end up going back into the game when trying to quit.
However if OS 3.0 is like 90 MB large, then that's another story...
That would be cool. Those files won't take too long to decompress I hope, right? That said if Ndless 3.0 CX is ever possible, then it wouldn't be an issue anymore since the new calcs got 100 MB of Flash. However if OS 3.0 is like 90 MB large, then that's another story...
TI-Nspire | TI-Nspire CX | |
Flash chip size | 32 MB | 128 MB |
Subtract space reserved for BOOT2 and DIAGS (2 MB) | 30 MB | 126 MB |
Subtract filesystem overhead (about 7.3%) | 27.8 MB | 116.8 MB |
Subtract OS files (15.1 MB) | 12.7 MB | 101.7 MB |
In which page should it go? I guess it might actually attract some users, since in the gaming community there are people who like to play calc games at school.
Oh right, true, unless they did like with the TI-84+ Hardware revision H or higher (I think they used a chip combo).That would be cool. Those files won't take too long to decompress I hope, right? That said if Ndless 3.0 CX is ever possible, then it wouldn't be an issue anymore since the new calcs got 100 MB of Flash. However if OS 3.0 is like 90 MB large, then that's another story...
Actually, 100 MB is probably the space that's still free with the OS installed.
There's no such thing as a 100 MB flash chip - they come in sizes that are powers of 2, so TI is probably using a 128 MB chip. Let's compare how space might be used up on the normal TI-Nspire vs. the TI-Nspire CX, assuming an OS the size of 2.1.0.631. It comes out pretty close to 100 MB free on the CX:
TI-Nspire TI-Nspire CX Flash chip size 32 MB 128 MB Subtract space reserved for BOOT2 and DIAGS (2 MB) 30 MB 126 MB Subtract filesystem overhead (about 7.3%) 27.8 MB 116.8 MB Subtract OS files (15.1 MB) 12.7 MB 101.7 MB
Ok thanks for the info. I guess it would be cool indeed.In which page should it go? I guess it might actually attract some users, since in the gaming community there are people who like to play calc games at school.
It could be inserted in the Other and Esoteric section of the source port list, and once it comes out of beta a full article could be written if someone felt like spending the time for it...
note: I would insert a hyperlink to the thread but I have no idea how to. ;D
note: I would insert a hyperlink to the thread but I have no idea how to. ;D
It's [url=http://goo.gl/QMET]Click here![/url] :)
D-PAD: Move/Strafe
D-Pad+Tab: Move/Turn
Menu: Open map
Home: Toggle D-PAD turn/strafe
Esc: Shoot
On: Quit
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 ^_^).
Mrakoplaz: have a look at port 900B0028 (http://hackspire.unsads.com/wiki/index.php/Memory-mapped_I/O_ports#900B0000_-_Power_management) for the ON key.
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.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 ^_^).BlasphemNah, for something this good we're willing to wait ;D Good luck!Mrakoplaz: have a look at port 900B0028 (http://hackspire.unsads.com/wiki/index.php/Memory-mapped_I/O_ports#900B0000_-_Power_management) for the ON key.
Wow, I didn't realize there were that many ports on an Nspire O.O Or at least that big of a number.
This build of yagarto use the following versions:
binutils: 2.21
gcc: 4.5.2
newlib: 1.19.0
gdb: 7.2
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
Does nDoom contain all of the cheat codes that the original game had?Cheat codes can not be boring if you don't use them ;)
People say that cheat codes make video games boring (which in some cases this is true)
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. :(
...
Some specific yagarto build might be needed... What do you think about that?
[...]
I forgot my omni password and most of my dev files after a hard drive crash (and other annoying things that happened), but I think I still remember how to fix this problem:
KEEP the -nostdlib parameter, but ADD "-lc -lgcc" to the linker batch file (used to be nspire-ld back in my days, not sure if it still is). Should fix it, unless things have changed, or my memory's gone bad. Post it on the forum either way. Hoping it helps ^_^
Resized for easier viewing purposes <_<No that can't be normal... At least you can see where to go :D
Glitched texture on this map in Doom ???
erm you are selecting ndoom.tns not doom1.wad.tnsI tried both, but with ndoom.tns it crashes
yes, ndoom.tns is the executable itselfI think I don't understand you :) What do you think is the reason of the crash??
Does it reboot immediatly when launching nDoom?First I see black screen with white bars in the lower half of the screen, then it crashes.
Or, can you see something on the screen before it does reboot?
You're the 1st and only one to report such a problem.
Does it reboot immediatly when launching nDoom?First I see black screen with white bars in the lower half of the screen, then it crashes.
Or, can you see something on the screen before it does reboot?
You're the 1st and only one to report such a problem.
Maybe it's because I'm using Ndless 3?
Also did you download nDoom from the first post in the topics of this sub-forum? Because those are from Ndless 2.1. You must download it from TI-Planet.I downloaded it from the first page, I'll check if the one from TI-Planet works.
(Maybe it would be a good idea if critor put it in Omni downloads section too, even if it links directly to the TI-Planet download or ticalc.org)
Don't worry too much. The TI-Nspire has just so many buttons lol :crazy:. I didn't even realize there was a Catalog lol.XD LOL
Yeah I agree, for me it always appeared for a split second before disappearing. I wonder if it's a bug or intentional?I think that it is displayed while loading, and disappears afterwards. And it seems to load fast on your calc ;)
I think ndoom should be ported to the ti-89 titanium :PToo small screen resolution, too little memory, too little raw computing power - and too few TI-68k programmers nowadays.
I think ndoom should be ported to the ti-89 titanium :PYou should check out the different FAT engine games, like AaroneusTheGreat's DOA:
...and too few TI-68k programmers nowadays.It only takes one ;)