Omnimaga

Calculator Community => Completed => Major Community Projects => nDoom => Topic started by: Mrakoplaz on February 15, 2011, 10:45:05 am

Title: nDoom - BETA!
Post by: Mrakoplaz on February 15, 2011, 10:45:05 am
DOOM... on the Nspire!
(http://img220.imageshack.us/img220/6457/62374361.gif)
A fully functional port of ID Software's famous first person shooter, now available on your calculator!

First of all, I must take the time to thank the entire Omnimaga community. Although there were many troubles, bugs, and other technical difficulties associated with the first release of nDOOM, you nevertheless responded with great passion and encouragement. Without you, I probably would have abandoned the project soon after January 1st, and would never have taken the time to sort through some of the more egregious bugs the project suffered through - namely the wall texture bug, or the crash-on-exit bug.

Now, finally, after many weeks of development (weekends, rather), the game has reached a state I would consider "fun". Although there is still no menu, difficulty selection, and no extensive testing had been conducted, there are now enough features to approach the original version, released for MS-DOS in 1993. All of you will welcome the addition of savegames, the main new feature of the beta release.

(http://img687.imageshack.us/img687/9677/90705045.gif)
I seriously hope you guys are better players than me...

There remains one big problem concerning the controls, and that is the Clickpad key layout; Since I only have a Touchpad, my philosophy for control placement on that particular keypad consists of "Guess and pray". I would seriously welcome suggestions on how to improve it.

Code: (Current controls) [Select]
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        |         +/-

The game is a bit hard to see at points, but I have found that this problem can be corrected via judicious adjustment of the contrast. The game is pretty dark even on the computer, and so visibility problems are not only to be expected, but even intentional half the time (those of you who have tried the first versions, however, should note that I've remapped the pallette severely and it is now significantly easier to see than in the early days).

(http://img337.imageshack.us/img337/9236/66458778.gif)
Yes, I know about the secrets I missed... these GIF files get way too big as it is!

I have attached two versions of the release - the "b1" release contains the game itself, built for Ndless 2.0 (therefore compatible with OS's between 1.7 and 2.1), while the "b1_source" contains the source code in C, available for any budding programmers or interested persons to investigate; However, beware! It's full of hacks!

Many important features are still untested, so there'll still be bugfix releases. Furthermore, I do intend to get that silly menu working eventually. However, this version is playable enough already, so go give it a go already!



Quote from: DOOM press release
In 1993, we fully expect DOOM to be the number one cause of decreased productivity in businesses around the world.

Quote from: nDOOM press release
In 2011, we fully expect DOOM to be the number one cause of decreased productivity in schools around the world.

Have fun ;D

Title: Re: nDoom - BETA!
Post by: Deep Toaster on February 15, 2011, 06:21:32 pm
I haven't checked this in such a long time (because I don't have a real Nspire), but WOW

The graphics are incredible! Trying it out on nspire_emu...
Title: Re: nDoom - BETA!
Post by: Happybobjr on February 15, 2011, 06:40:02 pm
Love it.

Makes me wish I had room in my bookbag for my Nspire (all times surrounded with a sturdy case)
Title: Re: nDoom - BETA!
Post by: apcalc on February 15, 2011, 06:54:30 pm
Very, very impressive! :)

I can't wait to see future progress on this! :D
Title: Re: nDoom - BETA!
Post by: Deep Toaster on February 15, 2011, 07:39:49 pm
Lol, I think you're one of the few people with more post ratings than posts O.O But it's well-deserved.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on February 16, 2011, 12:59:17 am
WOAH this is just too awesome! I wish I had a compiled version of Ndless 2.0 so I could test it. I love it and it's so close to the original. This should definitively be featured. Are you planning to upload this beta on ticalc.org?

Also you really have lot of dedication for programming. :D
Title: Re: nDoom - BETA!
Post by: ztrumpet on February 16, 2011, 05:08:06 pm
This looks incredible!  Excellent job! ;D
Title: Re: nDoom - BETA!
Post by: Mohammad on February 17, 2011, 01:44:20 am
Holy! goodness gracious how do you do that on a calculator with no visual 3d stuff!! ALL CODE!!!???? OMYGOD...WOW
Title: Re: nDoom - BETA!
Post by: fb39ca4 on February 17, 2011, 08:40:30 pm
I still get a reboot :( I'm  using os 1.7, so try testing that on an emulator.
Forgot I had to use ndless 2.0.
Title: Re: nDoom - BETA!
Post by: ruler501 on February 17, 2011, 10:15:15 pm
This is amazing I have been playing it on my Touchpad with OS 2.0.1 and I love it. It is truthfully wonderful work. Keep it up we'll need a better graphics system soon ;)
Title: Re: nDoom - BETA!
Post by: qazz42 on February 18, 2011, 04:31:05 pm
Hey, do you think you can compile a version for ndless 1.7?
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on February 18, 2011, 09:19:48 pm
Yeah it would be nice, because OS 1.7 offers much more space. I noticed it didn't work the other day on 1.7 because of the directory issue.
Title: Re: nDoom - BETA!
Post by: Mrakoplaz on February 20, 2011, 12:33:03 pm
Wait wait wait, is that the reason why it won't work on 1.7? The root directory issue?

Because for quite some time, now, it doesn't have to be in the root any longer - the wad file just has to be in the same folder as the program. I haven't verified nested directories, or directories with special characters, but both /examples/ and /ndoom/ work just great. At least on they do on CAS Touchpads 2.0.1 and 2.1... I don't have access to any other models, so I can't really debug them except through your bug reports, unfortunately.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on February 20, 2011, 06:00:45 pm
Strange, it didn't work for me. I got 2.0.1 now, though. I still need to test the other WAD because I was busy with forum issues lately.
Title: Re: nDoom - BETA!
Post by: fb39ca4 on February 20, 2011, 08:16:00 pm
That's good to hear. As soon as I can get gcc working with msys, I'm trying this.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on February 21, 2011, 04:00:01 am
Ok I tried the other WAD file you told me to try and it didn't crash as early. I still got a game freeze in level 2 a minute after getting a shotgun there, but game lasted much longer before crashing.
Title: Re: nDoom - BETA!
Post by: pspkicks316 on February 22, 2011, 07:03:09 am
I'm on 2.1.0.631 and when I copy the .tns files over and run them, it says it's not supported. What am I doing wrong here? I'm new to this stuff, but that's how I've always copied over .tns programs.
Title: Re: nDoom - BETA!
Post by: Lionel Debroux on February 22, 2011, 08:13:11 am
You need to compile Ndless 2.0-pre yourself from SVN, as described in some other topics, and install it onto your calculator :)
Title: Re: nDoom - BETA!
Post by: Ashbad on February 22, 2011, 08:23:06 am
I have a feeling that this page is experiencing slashdot effect or whatever it's called, because it took me 3 minutes to load instead of the usual 3 seconds x.x  (ahem, yes that concerns about you mr. ~150 guests looking right now :))

anyways, wow, this is really looking like the real doom!  I congratulate you for this huge accomplishment! :D

since I do not have an Nspire, I can only take people's word for it that it's awesome, besides the screenies.  I wonder if one day you'll make a color version for the Nspire CX :)  (or the ubercalc if it ever gets fame)
Title: Re: nDoom - BETA!
Post by: Xeda112358 on February 22, 2011, 08:49:50 am
I think any calculator that has a color doom at this level will gain fame :D
And I, too, do not have an Nspire, so I cannot test this out !_!
*snivel*
You... you guys have fun!
:P
Title: Re: nDoom - BETA!
Post by: mrmprog on February 22, 2011, 11:09:07 am
That's just... WOW
Those 3d graphics are crazy! Keep up the good work :thumbsup:
Title: Re: nDoom - BETA!
Post by: pspkicks316 on February 22, 2011, 02:31:18 pm
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.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on February 22, 2011, 02:36:42 pm
it took me 3 minutes to load instead of the usual 3 seconds x.x
O.O

On what kind of connection are you? O.O Because since we moved to Aspiration Hosting, almost every page, even the stats pages, loads in fewer than 2 seconds. I noticed the site was a bit slower in the past 5 days, but not to the point of taking 3 minutes to load. I think the slowest I saw was 21 seconds and that was once between about 100 other times where it took 1-2 seconds. O.O

On top of that the Slashdot effect isn't even that big, because the news seems to have been posted at night, wasn't primarily related to nDoom and most people probably went directly to the Youtube video. In October 2010 our Casio Prizm news was slashdotted and we had like 1800 guests online at one point. Site had a few errors but pages loaded relatively fast when they worked, even though we were on a less powerful server :P

Also welcome on the forums pspkicks316
Title: Re: nDoom - BETA!
Post by: merauder75 on February 22, 2011, 02:42:37 pm
Arrgh, i cant compile ndless 2.0 :(, stupid makefile nonsence
Title: Re: nDoom - BETA!
Post by: some1specia1 on February 25, 2011, 01:11:11 pm
I agree but there is a copy of ndless 2 already compiled if you look for it.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on February 25, 2011, 03:23:22 pm
Hi merauder75 and some1special1, earlier ExtendeD actually released a compiled beta of Ndless 2.0 that should solve your issues. Look in the Ndless sub-forum.
Title: Re: nDoom - BETA!
Post by: merauder75 on February 25, 2011, 05:38:05 pm
Hey, I read something about a fix in the C programming thread for nDoom, where is the fixed file?
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on February 25, 2011, 09:12:21 pm
Good question, I wonder if he'll post it soon. Maybe he's waiting to fix a few more bugs, though.

Btw how do you use custom WADs?
Title: Re: nDoom - BETA!
Post by: Mrakoplaz on February 26, 2011, 07:41:42 am
Huh? If you're talking about the "calculator doesn't return from sleep mode" bug, that's already been fixed! It certainly isn't killing my calculator... merauder75, what OS and Ndless version are you running?
I see two possibilities:

DJ_O, custom wad support is temporarily broken, sorry. Not because of technical reasons (the code is all there, just commented), but mostly because I can't figure out how to make the user choose which wad to run. Should I just make it scan the directory and run all WADs found?
Title: Re: nDoom - BETA!
Post by: Lionel Debroux on February 26, 2011, 07:48:50 am
Some file-choosing code can be found in e.g. mviewer :)
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on February 26, 2011, 02:42:00 pm
I think the new Ndless beta changed stuff with Touchpad support, but I wouldn't be surprised if clickpad stuff changed too.

And thanks for informing me about WAD support. I guess you could maybe just scan for files that has .wad. in the name or scan for specific code in each file for a header or something.
Title: Re: nDoom - BETA!
Post by: fb39ca4 on February 27, 2011, 11:11:16 am
My feedback on he clickpad controls:
Strafing should be done by holding down home and pressing the left or right arrows. This makes the strafing keys more directionally sensible. Shooting should be done with esc, so it is easier to shoot while moving around. The keys for switching weapons are fine, but I would go with on rather than enter for quitting, the first time I played, I accidentally pressed enter at the stat screen after the first level.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on February 28, 2011, 04:36:45 am
If we can straffe and move with arrows, wouldn't it become impossible to do both at once anymore?

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.
Title: Re: nDoom - BETA!
Post by: Mrakoplaz on February 28, 2011, 01:59:26 pm
OK, I'll take these controls suggestions into consideration after I've returned from the Model European Council thing.
I did want to map ON originally, but I discovered the key not being registered on the Touchpads, and didn't want to risk people not being able to quit - is this also the case on the Clickpads, or are there programs out there with mapped ON keys? I'm writing this up in a bit of a hurry (must prepare speech!), so I apologize for not checking the issue further right now.
Title: Re: nDoom - BETA!
Post by: jbaem on February 28, 2011, 02:37:39 pm
well, i got a clickpad ti nspire cas. and when i use the gb emulator gbc4nspire, you can end the whole thing with the ON key, so i guess it would work, at leas with the olter models...

btw: did u already upload the recompiled version you were speaking about in the other thread??
edit: got it^^
and sry to tell u but it still doesn't work, get the same error. ok, i guess i just gotta w8 a while..:D
Title: Re: nDoom - BETA!
Post by: shrear on February 28, 2011, 02:41:43 pm
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...;)
Title: Re: nDoom - BETA!
Post by: fb39ca4 on February 28, 2011, 04:25:29 pm
If we can straffe and move with arrows, wouldn't it become impossible to do both at once anymore?

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.
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.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on February 28, 2011, 04:30:16 pm
Hmm I didn't know about the ON key issue. Could you simply have a key such as clear be used to quit? On the 83+ almost all ASM games quit with clear. Also good luck with the speech thing.
Title: Re: nDoom - BETA!
Post by: sodium.777 on February 28, 2011, 06:48:49 pm
when i try to load my own wads:
FUCK! CANNOT FIND #numnumnum#

what the hell lol? :)
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on March 01, 2011, 03:15:51 pm
Yeah they aren't enabled for now it seems. Even if you renamed the file to the same as the default Doom WAD and deleted the original, it might freeze, like the Super Mario Bros 1 one.
Title: Re: nDoom - BETA!
Post by: XVicarious on March 01, 2011, 09:44:37 pm
I don't know how possible it would be to add like pk3 or pk7 support, because... WADs are really massive... And pk7 is tiny.
For example...
doom.wad (complete doom, including Episode 4): 12,408,292 bytes
doom.pk3 (same, in a pk3 file): 5,423,396 bytes
doom.pk7 (same, in a pk7 file): 3,463,772 bytes

If possible... That would be fantastic, if not, well I'd have to deal with it lol.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on March 02, 2011, 01:35:25 am
What is a pk file? ??? Is it like a different format for WADs? Was it supported by the original Doom?
Title: Re: nDoom - BETA!
Post by: XVicarious on March 02, 2011, 02:03:45 pm
A pk3 and pk7 file are just zip and 7zip files but a different name. They were not supported by the original doom, but most source ports these days support them because of compression rates. Its just that WAD files are really big for the Nspire, it might just be beneficial to support pk3 and pk7 files.
Title: Re: nDoom - BETA!
Post by: ExtendeD on March 02, 2011, 02:47:29 pm
zlib is embedded in the OS, Ndless could export its functions if it helps.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on March 02, 2011, 02:54:42 pm
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...
Title: Re: nDoom - BETA!
Post by: momrocker on March 03, 2011, 12:18:42 am
However if OS 3.0 is like 90 MB large, then that's another story...

I lol'd.

Someone should put nDoom here --> http://doom.wikia.com/wiki/Source_port. Should spread the userbase a bit.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on March 03, 2011, 12:59:24 am
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.

On a side note this made the headlines on certain French sites now:

http://www.journaldugeek.com/2011/03/02/doom-sur-une-calculatrice/
http://www.pcinpact.com/actu/news/62223-doom-texas-instrument-nspire-portage.htm
Title: Re: nDoom - BETA!
Post by: ExtendeD on March 03, 2011, 04:25:29 am
The OS is actually compressed and uncompressed at boot time, that's why it's long to start up. So yes it may take a while with big files, but this would need to be tested with WAD files.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on March 03, 2011, 04:29:04 am
And the OS keeps increasing in size version after version. I can't imagine how long OS 6.0 will take to load, if they even reach that...
Title: Re: nDoom - BETA!
Post by: SirCmpwn on March 03, 2011, 12:39:14 pm
I tried this out, finally.
Enter should not be used to quit, it sometimes ends up just starting the program right back up again x.x
Title: Re: nDoom - BETA!
Post by: ExtendeD on March 03, 2011, 12:57:11 pm
Ndless's wait_no_key_pressed() may be used just before exiting the program to prevent this.
Title: Re: nDoom - BETA!
Post by: Goplat on March 03, 2011, 02:31:40 pm
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-NspireTI-Nspire CX
Flash chip size32 MB128 MB
Subtract space reserved for BOOT2 and DIAGS (2 MB)30 MB126 MB
Subtract filesystem overhead (about 7.3%)27.8 MB116.8 MB
Subtract OS files (15.1 MB)12.7 MB101.7 MB
Title: Re: nDoom - BETA!
Post by: coolrudski on March 03, 2011, 07:56:19 pm
i got an error message W_initfiles: not found. couldnt allocate lumpcache. what does that mean and did i forget to download something?
Title: Re: nDoom - BETA!
Post by: coolrudski on March 03, 2011, 08:03:46 pm
nvm
Title: Re: nDoom - BETA!
Post by: momrocker on March 03, 2011, 08:49:49 pm
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...
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on March 04, 2011, 02:06:59 am
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-NspireTI-Nspire CX
Flash chip size32 MB128 MB
Subtract space reserved for BOOT2 and DIAGS (2 MB)30 MB126 MB
Subtract filesystem overhead (about 7.3%)27.8 MB116.8 MB
Subtract OS files (15.1 MB)12.7 MB101.7 MB
Oh right, true, unless they did like with the TI-84+ Hardware revision H or higher (I think they used a chip combo).
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...
Ok thanks for the info. I guess it would be cool indeed.
Title: Re: nDoom - BETA!
Post by: XVicarious on March 04, 2011, 03:47:24 pm
With the support for PK3 files, I'd trade time for free space...
Title: Re: nDoom - BETA!
Post by: Munchor on March 04, 2011, 04:27:10 pm
I finally have some time to test it and review it, so I decided to write a proper review on what I thought of the game, what should be improved:

Awesome.
Title: Re: nDoom - BETA!
Post by: momrocker on March 06, 2011, 02:40:16 am
I feel like with nDoom, the different releases for it are all over the place, with a recompiled version in the bug report thread, the beta in this thread, and the alphas in the original.

Would it be possible to create a dedicated release thread like the one for the Axe Parser (http://ourl.ca/4060) so that the Average Joe would be able to just pop into one thread to see if nDoom has updated or not?

note: I would insert a hyperlink to the thread but I have no idea how to. ;D


EDIT: Found out how! Thanks guys.
Title: Re: nDoom - BETA!
Post by: Deep Toaster on March 06, 2011, 10:22:23 am
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] :)
Title: Re: nDoom - BETA!
Post by: ruler501 on March 06, 2011, 11:11:48 am
Yes I exited while the video was being buffered

EDIT: Yes 400 posts
Title: Re: nDoom - BETA!
Post by: momrocker on March 06, 2011, 12:22:26 pm
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] :)

Thanks :D
Title: Re: nDoom - BETA!
Post by: Maizesmagikarp on March 07, 2011, 07:13:40 pm
I modified the Clickpad controls to these:
Code: [Select]
D-PAD: Move/Strafe
D-Pad+Tab: Move/Turn
Menu: Open map
Home: Toggle D-PAD turn/strafe
Esc: Shoot
On: Quit

:D No idea how to modify this, but I personally think these are better Clickpad controls...

Also, perhaps a dynamic contrast?
It could get the average pixel shade then auto-adjust the contrast accordingly (or maybe map a button to it)?
Changing the contrast all the time tends to kill me :)
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on March 09, 2011, 01:34:13 pm
Dynamic contrast might be a cool idea, although I am not sure if the Touchpad level is the same as the clickpad. The contrast levels being different from the 83+ to the 83+SE and from the 83+SE to the 84+ posed some problems for certain games that were dependent on contrast.
Title: Re: nDoom - BETA!
Post by: Ashbad on March 09, 2011, 01:36:59 pm
yes, that is very true -- for the first released cutscene for Rule and Conquer, it depended on certain contrast settings that made it look really light on an 83+/SE and really dark on NSpire.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on March 09, 2011, 01:40:18 pm
One thing that could work is allowing the user to still change the contrast between a certain range of values and still do contrast changes accross the game, but calibrating it might be an hassle if one calc model happens to have sparse contrast levels. An example is how on the TI-83+ regular edition all contrast levels below 6 are a blank screen then from 8-2 to 9-1 it pretty much instantly fades to black. On the 83+SE the changes are slightly more even.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on March 09, 2011, 11:51:01 pm
Congrats Mraklopaz on managing to get featured on ticalc before the game even gets uploaded there. O.O
Title: Re: nDoom - BETA!
Post by: melee2kil on March 10, 2011, 03:52:05 am
How do you download it?
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on March 10, 2011, 03:54:48 am
It's attached to the first post of this topic on page 1.
Title: Re: nDoom - BETA!
Post by: momrocker on March 11, 2011, 11:26:15 pm
Any more planned beta releases in the near future Mrakoplaz?
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on March 11, 2011, 11:58:44 pm
Unfortunately it's probably gonna take  awhile before he answers, since he's away for a while with no internet access. D: I hope he won't give up on this, though. This is just so awesome.
Title: Re: nDoom - BETA!
Post by: momrocker on March 12, 2011, 03:09:20 pm
Oh, I didnt even know. >__<
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on March 13, 2011, 04:18:21 am
No problem. The post is probably somewhere in one of the topics or the news section, but there are quite a lot of posts, so...
Title: Re: nDoom - BETA!
Post by: Mrakoplaz on March 14, 2011, 01:04:41 pm
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 ^_^).

I'll look into the pk7 (7zip) compression. Not promising anything, but I do agree that the current files are ridiculously large, and certainly will try to implement it.

Suggestions for the improved Clickpad controls; Right now, I'm just kind of quickly passing by and letting everyone know I'm still here, but once I get the time I'll definitely go through them in detail and decide.

By the way, does anyone know how gbc4nspire accesses the ON key? That would be extremely useful to know.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on March 14, 2011, 03:14:08 pm
No problem, I'm glad you are back online. I hope you don't have to give up due to increasing business IRL, it would suck if you no longer had anymore free time. :(
Title: Re: nDoom - BETA!
Post by: ExtendeD on March 14, 2011, 05:20:10 pm
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.
Title: Re: nDoom - BETA!
Post by: Deep Toaster on March 18, 2011, 07:20:01 pm
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 ;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.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on March 24, 2011, 01:47:20 am
Btw how is this progressing? I haven't seen you login in a week. :(
Title: Re: nDoom - BETA!
Post by: fb39ca4 on March 24, 2011, 08:22:27 pm
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 ;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.
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.
Title: Re: nDoom - BETA!
Post by: mSuman95 on April 03, 2011, 07:27:33 am
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!
Title: Re: nDoom - BETA!
Post by: fb39ca4 on April 03, 2011, 07:51:44 am
Is the wad file in the same folder?
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on November 15, 2011, 03:56:41 pm
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... <_<
Title: Re: nDoom - BETA!
Post by: critor on December 06, 2011, 06:51:42 pm
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. :(


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:

Code: [Select]
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?
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on December 06, 2011, 10:56:16 pm
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.
Title: Re: nDoom - BETA!
Post by: Juju on December 06, 2011, 10:57:36 pm
memcpy and memset undefined? Weird, I thought it was part of the C language, or at least in the STD.
Title: Re: nDoom - BETA!
Post by: Adriweb on December 07, 2011, 01:36:17 am
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...
Title: Re: nDoom - BETA!
Post by: Lionel Debroux on December 07, 2011, 02:08:30 am
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.
Title: Re: nDoom - BETA!
Post by: njaddison on December 07, 2011, 02:59:03 pm
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:)
Title: Re: nDoom - BETA!
Post by: Hayleia on December 08, 2011, 11:47:58 am
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 ;)
Title: Re: nDoom - BETA!
Post by: Scipi on December 08, 2011, 11:53:35 am
I believe that nDoom is the actual wad file with code to read from it and run it on an Nspire. So I would believe it contains all the source code. :D
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on December 08, 2011, 02:52:21 pm
If the original Doom WAD file had the cheat codes, then they should probably work on the calculator too.
Title: Re: nDoom - BETA!
Post by: shrear on December 08, 2011, 04:26:14 pm
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 sent Mrakoplaz a link to this after I had seen this post, this is his reply:
Quote from: Mrakoplaz
[...]
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 ^_^
Title: Re: nDoom - BETA!
Post by: aeTIos on December 08, 2011, 04:28:22 pm
aww, hard drive crash :(
Title: Re: nDoom - BETA!
Post by: critor on December 08, 2011, 04:33:42 pm
The compilation problem has been solved.


Next problem is that nDoom is not using the 4bpp Nspire video mode (for which Ndless 3.1 has a compatibility feature on CX calculators), but the indexed 8bpp video mode.

So instead of grayscale, on CX you get a blue screen with red dots.


And another problem is that the game does freeze on CX at the (red-blue) "DOOM" title screen.
Title: Re: nDoom - BETA!
Post by: calc84maniac on December 10, 2011, 11:10:18 pm
Doesn't Doom use an 8-bit palette anyway? You'll just have to populate the palette with the color values rather than the grayscale values, I should think.
Title: Re: nDoom - BETA!
Post by: olivermadsen on January 21, 2012, 04:17:45 am
I would just like to point out that on the just released version of nDoom, the control for load game is library. I would just like to pint out that on the TI-nspire CX CAS, there is no library key.
Title: Re: nDoom - BETA!
Post by: critor on January 21, 2012, 04:28:19 am
Err... have a better look at your keypad and look on the right for a key with a book. ;)
Title: Re: nDoom - BETA!
Post by: jwalker on January 21, 2012, 09:49:44 am
yea.... there is a library key...
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on January 22, 2012, 02:32:00 am
Suggestion for controls, because the current setup is a bit problematic for people used to TI-84+ gaming:

To exit nDoom, I think you should need to hold down Esc for at least half a second instead of just pressing it to exit instantly. If that is problematic for people who don't read readmes properly, then have it as an option that is saved in the Nspire memory.

This is because on the TI-84 Plus, in most games, shooting, confirm and the main action key is 2nd. On the TI-Nspire keypad, the Esc key is placed exactly where 2nd is on the 84+, if we base ourselves on the d-pad. As a result, when I try shooting in nDoom or confirming in gbc4nspire, I always have the reflex to press the Esc key, accidentally exiting the software by mistake and losing progress.
Title: Re: nDoom - BETA!
Post by: Yeong on January 22, 2012, 01:55:41 pm
I would love to put this in my calc, but I'm not good at fps game D:
Title: Re: nDoom - BETA!
Post by: annoyingcalc on January 22, 2012, 03:58:47 pm
put it on anyways it is fun even if you lose
Title: Re: nDoom - BETA!
Post by: Juju on January 23, 2012, 07:22:38 pm
I ran into this with DJ_O, is this normal?

Edit: see post below, thanks for resizing :)
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on January 23, 2012, 07:31:14 pm
Resized for easier viewing purposes <_<

Glitched texture on this map in Doom ???
Title: Re: nDoom - BETA!
Post by: AzNg0d1030 on January 23, 2012, 08:02:25 pm
Resized for easier viewing purposes <_<

Glitched texture on this map in Doom ???
No that can't be normal... At least you can see where to go :D
Title: Re: nDoom - BETA!
Post by: critor on January 24, 2012, 03:44:57 am
Is this bug random?
Does it allways happen at a specific place? Which game/map?

Thanks.
Title: Re: nDoom - BETA!
Post by: AzNg0d1030 on January 30, 2012, 06:02:57 pm
My map button isn't working. When I press Home, nothing happens
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on January 30, 2012, 06:04:07 pm
What calc model do you have by the way? I don't remember if nDoom had the map implemented (I didn't even remember Doom even had a map <_<)
Title: Re: nDoom - BETA!
Post by: AzNg0d1030 on January 30, 2012, 09:10:06 pm
a CX CAS :D

If you want to try, i think the "?!" button is also a map button, though that one is much less efficient to use having to reach down the calculator to press it
Title: Re: nDoom - BETA!
Post by: Grovert11 on February 09, 2012, 10:45:46 am
When I start it, my Nspire reboots  :banghead:. I'm using the Nspire CX with firmware version 3.1.0.392 with Ndless 3. gbc4cx works perfect and other ndless programs do too.
Title: Re: nDoom - BETA!
Post by: annoyingcalc on February 10, 2012, 08:00:12 pm
erm you are selecting ndoom.tns not doom1.wad.tns
Title: Re: nDoom - BETA!
Post by: Grovert11 on February 11, 2012, 10:13:21 am
erm you are selecting ndoom.tns not doom1.wad.tns
I tried both, but with ndoom.tns it crashes
Title: Re: nDoom - BETA!
Post by: annoyingcalc on February 11, 2012, 10:15:24 am
yes, ndoom.tns is the executable itself
Title: Re: nDoom - BETA!
Post by: Grovert11 on February 11, 2012, 10:17:07 am
yes, ndoom.tns is the executable itself
I think I don't understand you :) What do you think is the reason of the crash??
Title: Re: nDoom - BETA!
Post by: annoyingcalc on February 12, 2012, 10:45:15 am
ndoom.tns is already running and I dont 100% know how it works, ask Critor
Title: Re: nDoom - BETA!
Post by: critor on February 12, 2012, 11:02:20 am
Does it reboot immediatly when launching nDoom?
Or, can you see something on the screen before it does reboot?

You're the 1st and only one to report such a problem.
Title: Re: nDoom - BETA!
Post by: Grovert11 on February 12, 2012, 11:27:23 am
Does it reboot immediatly when launching nDoom?
Or, can you see something on the screen before it does reboot?

You're the 1st and only one to report such a problem.
First I see black screen with white bars in the lower half of the screen, then it crashes.
Maybe it's because I'm using Ndless 3?
Title: Re: nDoom - BETA!
Post by: annoyingcalc on February 12, 2012, 12:51:42 pm
erm I get this error too I just never reported it
Title: Re: nDoom - BETA!
Post by: critor on February 12, 2012, 09:06:56 pm
Does it reboot immediatly when launching nDoom?
Or, can you see something on the screen before it does reboot?

You're the 1st and only one to report such a problem.
First I see black screen with white bars in the lower half of the screen, then it crashes.
Maybe it's because I'm using Ndless 3?

Did you download nDoom 2 and not nDoom 1 ?

What does happen if you open "doom1.wad" instead of "ndoom" ?
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on February 13, 2012, 03:02:56 am
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.

(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)
Title: Re: nDoom - BETA!
Post by: Grovert11 on February 13, 2012, 10:51:57 am
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.

(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)
I downloaded it from the first page, I'll check if the one from TI-Planet works.
Title: Re: nDoom - BETA!
Post by: Grovert11 on February 13, 2012, 11:17:17 am
Ok, I downloaded it from TI-Planet and it works! For the people who are searching for the right version, here's the link: http://tiplanet.org/forum/archives_voir.php?id=3889
Title: Re: nDoom - BETA!
Post by: olivermadsen on February 13, 2012, 12:33:01 pm
Sorry about that uninformed comment I made earlier. I know that book button as catalog, like on the 84.
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on February 13, 2012, 05:17:00 pm
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.
Title: Re: nDoom - BETA!
Post by: AzNg0d1030 on February 13, 2012, 06:33:09 pm
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


edit:  DJ_O, did you ever play the gbc4nspire?  If you did, didn't you notice that the Catalog button could be used as the A button?
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on February 13, 2012, 07:38:52 pm
I didn't really paid attention to that since I went to try the upper keys immediately when I loaded it on my CX, knowing that the older Ndless 1.0 version I tried 2 years ago used some of them :P
Title: Re: nDoom - BETA!
Post by: p2 on August 07, 2012, 08:48:07 am
I love the game!!


But that screen with the instructions of how to comtrole everything...
It should stay until you press a key!
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on August 07, 2012, 01:21:41 pm
Yeah I agree, for me it always appeared for a split second before disappearing. I wonder if it's a bug or intentional?
Title: Re: nDoom - BETA!
Post by: Hayleia on August 07, 2012, 02:27:30 pm
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 ;)
Title: Re: nDoom - BETA!
Post by: p2 on August 08, 2012, 03:13:25 am
well, I always have about 2 seconds!
That's definitely not enough when playing it the first time!
Title: Re: nDoom - BETA!
Post by: AzNg0d1030 on August 08, 2012, 09:35:34 pm
I learned the keys by repeatedly seeing the screen XD
Title: Re: nDoom - BETA!
Post by: DJ Omnimaga on August 08, 2012, 11:01:49 pm
Actually on my regular Nspire the controls appears for longer. It's the Doom title screen that disappears almost instantly.
Title: Re: nDoom - BETA!
Post by: critor on August 09, 2012, 05:37:37 am
The Doom title screen shouldn't disappear instantly on CX with the latest versions.
Title: Re: nDoom - BETA!
Post by: odysseyofnoises on March 21, 2013, 03:09:07 pm
This looks extremely cool! I think ndoom should be ported to the ti-89 titanium :P I have this other version for the ti-89 called doom89 but it's crap.
Title: Re: nDoom - BETA!
Post by: Lionel Debroux on March 21, 2013, 03:22:01 pm
Quote
I think ndoom should be ported to the ti-89 titanium :P
Too small screen resolution, too little memory, too little raw computing power - and too few TI-68k programmers nowadays.
Title: Re: nDoom - BETA!
Post by: chickendude on March 22, 2013, 02:21:09 am
I think ndoom should be ported to the ti-89 titanium :P
You should check out the different FAT engine games, like AaroneusTheGreat's DOA:
http://ourl.ca/2889

...and too few TI-68k programmers nowadays.
It only takes one ;)