Author Topic: nDoom - BETA!  (Read 98871 times)

0 Members and 1 Guest are viewing this topic.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: nDoom - BETA!
« Reply #90 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.

Offline shrear

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 193
  • Rating: +17/-0
    • View Profile
Re: nDoom - BETA!
« Reply #91 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 ^_^

Offline aeTIos

  • Nonbinary computing specialist
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3915
  • Rating: +184/-32
    • View Profile
    • wank.party
Re: nDoom - BETA!
« Reply #92 on: December 08, 2011, 04:28:22 pm »
aww, hard drive crash :(
I'm not a nerd but I pretend:

Offline critor

  • Editor
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2079
  • Rating: +439/-13
    • View Profile
    • TI-Planet
Re: nDoom - BETA!
« Reply #93 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.
« Last Edit: December 08, 2011, 04:34:10 pm by critor »
TI-Planet co-admin.

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: nDoom - BETA!
« Reply #94 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.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline olivermadsen

  • LV1 Newcomer (Next: 20)
  • *
  • Posts: 19
  • Rating: +0/-0
    • View Profile
Re: nDoom - BETA!
« Reply #95 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.

Offline critor

  • Editor
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2079
  • Rating: +439/-13
    • View Profile
    • TI-Planet
Re: nDoom - BETA!
« Reply #96 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. ;)
TI-Planet co-admin.

Offline jwalker

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 660
  • Rating: +13/-0
  • Almost everything I have released includes a 'WZ'
    • View Profile
Re: nDoom - BETA!
« Reply #97 on: January 21, 2012, 09:49:44 am »
yea.... there is a library key...
<a href="http://www.nerdtests.com/ft_cg.php?im">
<img src="http://www.nerdtests.com/images/ft/cg.php?val=9612" alt="My computer geek score is greater than 41% of all people in the world! How do you compare? Click here to find out!"> </a>

Support Casio-Scene against the attacks of matt @ matpac.co.uk ! For more information: Casio-Scene shuts down & Matt actions threads

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: nDoom - BETA!
« Reply #98 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.

Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: nDoom - BETA!
« Reply #99 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:
Sig wipe!

Offline annoyingcalc

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1953
  • Rating: +140/-72
  • Found in Eclipse.exe
    • View Profile
Re: nDoom - BETA!
« Reply #100 on: January 22, 2012, 03:58:47 pm »
put it on anyways it is fun even if you lose
This used to contain a signature.

Offline Juju

  • Incredibly sexy mare
  • Coder Of Tomorrow
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 5730
  • Rating: +500/-19
  • Weird programmer
    • View Profile
    • juju2143's shed
Re: nDoom - BETA!
« Reply #101 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 :)
« Last Edit: January 23, 2012, 07:32:23 pm by Juju »

Remember the day the walrus started to fly...

I finally cleared my sig after 4 years you're happy now?
THEGAME
This signature is ridiculously large you've been warned.

The cute mare that used to be in my avatar is Yuki Kagayaki, you can follow her on Facebook and Tumblr.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: nDoom - BETA!
« Reply #102 on: January 23, 2012, 07:31:14 pm »
Resized for easier viewing purposes <_<

Glitched texture on this map in Doom ???
« Last Edit: January 23, 2012, 07:32:27 pm by DJ_O »

Offline AzNg0d1030

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 522
  • Rating: +45/-4
  • Hardcore anime watcher.
    • View Profile
Re: nDoom - BETA!
« Reply #103 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
You just lost the game.



Offline critor

  • Editor
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2079
  • Rating: +439/-13
    • View Profile
    • TI-Planet
Re: nDoom - BETA!
« Reply #104 on: January 24, 2012, 03:44:57 am »
Is this bug random?
Does it allways happen at a specific place? Which game/map?

Thanks.
TI-Planet co-admin.