Omnimaga

Calculator Community => Completed => Major Community Projects => nDoom => Topic started by: Mrakoplaz on January 01, 2011, 06:09:12 pm

Title: nDOOM - Work in progress
Post by: Mrakoplaz on January 01, 2011, 06:09:12 pm
First of all, hello everyone! I've been lurking around this community for a while, and now that I finally have something to contribute, decided to join (well, that's the first reason; second reason, I realized my join date would be 1-1-11 if I signed up today ;D).

Anyway, you probably all got excited by the title, so here are some screenshots first, before I bore you with lengthy explanations and details:

(http://img832.imageshack.us/img832/3418/clipboard02e.png)
Good Lord, this is an eyesore...

(http://img266.imageshack.us/img266/2122/clipboard03b.png)
Whee! I know how to waste bullets!
(not obvious: Doom actually has a very nice lighting engine - dark corridors are lit up by gunflashes and everything!)


(http://img441.imageshack.us/img441/504/clipboard01fo.png)
Did I mention I am not very good at first person shooters?



As you can clearly see, there is still quite some work to do. Not only are the wall textures and the status bar messed up, but there's also a few bugs on real hardware that you don't get on the emulator - namely, low contrast, and frequent crashes at startup (while the WAD files are being loaded).

Yes, you read that right! Wad files! This is not a custom implementation of Doom, but a fully functional port! When it's finished, you'll be able to load any official or fanmade .WAD file (including Doom II, Ultimate Doom, Plutonia map pack, etc.) and expect it to work. I'm working from the official 1997 release of the source code and changing as little as possible to ensure this.
Well, that's the theory, anyway - so far, I did not test it with anything except the demo for Doom I, mostly because the Wad files themselves are utterly massive: Four megabytes for the demo, ten for the full version of Doom I, and who knows how many for Doom II (many people do, just not me ;D).

And yeah: The filesize is going to be the real killer for this project. The executable itself, even after GCC optimization, is still 500kb, and the wad files themselves are many times that... fortunately, Texas Instruments have given us around seventeen full megabytes to play with, and you're never going to spend all that space on maths, so you should be able to stuff in at least the demo.

Performance might sound like an issue, but so far, in all my tests, it's been brilliant - even without overclocking, the Nspire has massive amounts of processing power and a large RAM, and I experienced no slowdowns so far (then again, the game's only been in a sort-of playable state half a day, so...). The screen blur is annoying, but tolerable.

If there's demand, I'll put the current build up for download, but before you start asking, you should know that right now, it's barely started working, and I have no idea how stable it will be when playing for longer times. Also, there's no savegame support yet, opening the menu causes the game to crash, same for the automap, since all the textures are screwed up you can't tell doors from walls sometimes, etc etc... a proper version shouldn't take too long though, as I still have a week of holidays left  :)

Perhaps most importantly, I'd like to extend a hearty "thank you" to ExtendeD and the rest of the Ndless team (I can't find much information on who to actually thank... I'd list more names if I knew them, so if you work on Ndless, tell me!), as well as the whole Omnimaga community: Without you, this never would have happened. And I mean that, as sincerely as I can. You guys are pure awesome (games! on a calculator!).
So keep it at!

In conclusion, yeah. Doom on a calculator. Proper Doom too, not a scaled-down remake.
Man, I love this Nspire. This finally outweighs the fact that we had to get it, mandatory, in our school...

PS: To stay clear legally, I'll never distribute the wad files of the full games, just the demo... so, if you want the full game on your calculator, you'll have to go and buy a PC version, then get the wad files from there!
Title: Re: nDOOM - Work in progress
Post by: Builderboy on January 01, 2011, 06:13:35 pm
You sir are a god among men O.O That is so undeniably epic!  I know bwang was thinking of porting Doom over to the nspire at one point but i don't even think he got close to starting, and this is already looking epic!  How long have you been working on this masterpiece?
Title: Re: nDOOM - Work in progress
Post by: Munchor on January 01, 2011, 06:13:55 pm
/me is astonished

Doom for the NSpire? Wow, that's fantastic, I wish you very luck in making this more stable.
Title: Re: nDOOM - Work in progress
Post by: Snake X on January 01, 2011, 06:15:16 pm
whoa!!! Nice!! I cant wait for a release ;D
Title: Re: nDOOM - Work in progress
Post by: Deep Toaster on January 01, 2011, 06:15:51 pm
:o

DOOM on the Nspire. Epic.

I can't wait to see how this turns out.
Title: Re: nDOOM - Work in progress
Post by: Munchor on January 01, 2011, 06:16:34 pm
What I'd really like is a GIF xD
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on January 01, 2011, 06:17:15 pm
What I'd really like is a GIF xD

Tell me how to make them without hassle on nspire_emu, and you'll get one ^_^

Oh, and thanks for the kind words, everyone. Glad to see my work appreciated ^_^
Title: Re: nDOOM - Work in progress
Post by: Builderboy on January 01, 2011, 06:20:10 pm
I think calCapture might work for you, i'll have to find a link tho..  it takes input from any open window and can create screenshots from it, although im not the expert, you might want to talk to calc84, he has had more experience than i :P
Title: Re: nDOOM - Work in progress
Post by: Hot_Dog on January 01, 2011, 06:22:00 pm
You might not be very good at FPS games, but you rock at making them!

And welcome to the community!
Title: Re: nDOOM - Work in progress
Post by: Deep Toaster on January 01, 2011, 06:25:49 pm
What I'd really like is a GIF xD

Tell me how to make them without hassle on nspire_emu, and you'll get one ^_^

Oh, and thanks for the kind words, everyone. Glad to see my work appreciated ^_^

Use CalcCapture, as Builderboy suggested. Choose the window, find the coordinates of the calculator screen, and capture it. Here's a quick tutorial on it: http://ourl.ca/6943/114911
Title: Re: nDOOM - Work in progress
Post by: critor on January 01, 2011, 06:26:51 pm
Mrakoplaz, can we have your current build?

You've ported the 3D engine from Doom? If I remember well, Doom is using raycasting, isn't it?


Thanks, that's great.
Title: Re: nDOOM - Work in progress
Post by: jnesselr on January 01, 2011, 06:36:43 pm
I um... We.. um... I'm just kinda amazed here.

First off, welcome to omnimaga.

Second off, OMG, that is an amazing piece of software, That is awesome, woot!

Third off, please introduce yourself in an introduce yourself topic.  That way, we get to know you a little better. ;-)
Title: Re: nDOOM - Work in progress
Post by: apcalc on January 01, 2011, 06:41:09 pm
WOAH!  O.O

Doom for the Nspire!  :w00t:

This looks amazing! (It puts Block Dude to shame :P)  I would love to try the current build! :)

Also, I can make animated screenshots for you! ;D
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on January 01, 2011, 06:45:43 pm
O.O

I'M amazed! This looks great despite the bugs and low contrast. I hope you can manage to fix some of the issues. Keep up the good work. I like the features so far.

Also welcome to the forums! :)
Title: Re: nDOOM - Work in progress
Post by: ExtendeD on January 01, 2011, 06:53:52 pm
So impressive!

For the low contrast, I suppose this will help you. (http://hackspire.unsads.com/wiki/index.php/Memory-mapped_I/O_ports#900F0000_-_HDQ.2F1-Wire_and_LCD_contrast)

For your frequent crashes at startup, could the GDB feature of Ncubate (http://ourl.ca/7796) help you pinpoint the problem?

(I can't find much information on who to actually thank... I'd list more names if I knew them, so if you work on Ndless, tell me!)

geogeo wrote with me much of Ndless 1.0, and laid the foundations of Ndless 1.7. Unfortunately he could not afford to invest time in it any more and left the team a few months ago. I'm now the only maintainer, but with the help of many testers and contributors from Omnimaga.
Title: Re: nDOOM - Work in progress
Post by: SirCmpwn on January 01, 2011, 07:15:41 pm
Daaaaaaamn
Welcome to the community, and I am very impressed.  My Nspire will be very happy.
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on January 01, 2011, 07:23:20 pm
Whoa, I go off to try CalcCapture, and when I come back there's loads of replies! Thank you, everyone! Glad to see people like it.

Here's an alright, but 1.3MB, GIF for all those who want it (hyperlinked for those with low bandwidth):
http://img407.imageshack.us/img407/7279/20008.gif (http://img407.imageshack.us/img407/7279/20008.gif)
[I don't strafe because of an annoying controls bug, which is evident near the end - I try and strafe to avoid the incoming fireballs, but warp over into the radioactive water and die]

For those who want the build, I'll put one up tomorrow (tns + source - but beware, there's been zero cleanup so far) when I've fixed the strafing, and hopefully also the textures [floors and ceilings are fine, but walls aren't]. I must repeat that I am working off the 1997 source release, and that I didn't do it all myself - mostly, I've just been translating system-specific calls and fixing bugs [I'll put up some of my observations in the Ndless thread, also probably tomorrow, as it's getting late now].

Critor:
I am not quite sure what defines raycasting (this is my first experience with a 3D engine), but I don't think Doom uses it; It's not a proper 3D engine, you can't have rooms above each other or look up/down. Instead, it uses lots of shortcuts and tricks to make it look like that.

ExtendeD:
Thanks for the link about the contrast - I've actually already noted down those addresses, but getting the 3D working has been the priority so far.
I've only been using the default nspire_emu to this point, but I'll look into Ncubate.
Oh, and there's nothing impressive about this. I just downloaded the Doom source, spent a week doing lots and lots of modifications [mostly because the original ID developers used lots of cheap hacks that worked in 1993 DOS, but caused trouble to the Nspire - also, rewriting the whole event system, as the original used function pointers with arguments, which the Nspire doesn't seem to like either], and that's it. Managing to bypass the protection and hacking the Nspire? Now that's impressive.
Title: Re: nDOOM - Work in progress
Post by: jnesselr on January 01, 2011, 07:45:30 pm
Don't sell yourself short.  The fact that you did that in the first place is awesome as well.  It's projects like these that makes the people who developed Ndless and Nleash happy.
Title: Re: nDOOM - Work in progress
Post by: fb39ca4 on January 01, 2011, 08:01:13 pm
 ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
Welcome! That doom port looks awesome! I cant wait to see more screenies!  :w00t:
How many FPS are you getting? The animated screenie looks choppy but it could just be the gif.
Title: Re: nDOOM - Work in progress
Post by: JoeyBelgier on January 01, 2011, 08:11:18 pm
I can't do anything else than to look at this being astonished! I was always intrigued by FPS games on calculators (like Wolf3D and Gemini on the TI83's and84's :D ) Good luck on your further progress with this, it looks quite damn epic already!
Title: Re: nDOOM - Work in progress
Post by: Builderboy on January 01, 2011, 08:12:41 pm
Calccapture unfortunately can't record at very high framerate, but it looks epic :O
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on January 01, 2011, 08:21:44 pm
Indeed that looks epic. And maybe you do not consider this project impressive, but it still definitively looks impressive for a calc and the result is great. By the way, what is the frame rate on-calc? Is it pretty similar to the Super Nintendo Doom port?
Title: Re: nDOOM - Work in progress
Post by: JoeyBelgier on January 01, 2011, 08:25:12 pm
I might start to cry for not having an NSpire q:
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on January 01, 2011, 08:36:06 pm
Lol :P

Also nice to see you around visiting again Joey ;D
Title: Re: nDOOM - Work in progress
Post by: fb39ca4 on January 01, 2011, 09:21:51 pm
I can't do anything else than to look at this being astonished! I was always intrigued by FPS games on calculators (like Wolf3D and Gemini on the TI83's and84's :D ) Good luck on your further progress with this, it looks quite damn epic already!
I was intrigued by those games too, but they all crashed on my nspire's 84SE emulator.
Title: Re: nDOOM - Work in progress
Post by: yunhua98 on January 01, 2011, 09:55:59 pm
WoooooooooooooõöôōøœóòooooW!  O.O
That sir, is epic.  It deserves a subforum after a while.  We are very glad you joined us.  ;)
Btw, is nDoom a final name? Because I really like nDanger...  :P
Title: Re: nDOOM - Work in progress
Post by: Munchor on January 01, 2011, 09:59:05 pm
AWESUUUUUUUUUUUUUUUUUUUUUUUUUUUUM GIF, Congratulations, that's really really impressive!
Title: Re: nDOOM - Work in progress
Post by: willrandship on January 01, 2011, 10:07:20 pm
Coool! Never played doom much, but still it's awesome! I'm not used to seeing such hi-res pics around here :P
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on January 01, 2011, 10:07:46 pm
I can't do anything else than to look at this being astonished! I was always intrigued by FPS games on calculators (like Wolf3D and Gemini on the TI83's and84's :D ) Good luck on your further progress with this, it looks quite damn epic already!
I was intrigued by those games too, but they all crashed on my nspire's 84SE emulator.
None worked? O.O Damnit Texas Instruments... X.x
Title: Re: nDOOM - Work in progress
Post by: Ranman on January 02, 2011, 02:23:51 am
Amazing Mrakoplaz!

Have you taken a look at Doom port for the GP2X or GP32? It may be able to help speed up your development. The GP32 and GP2X have an equivalent ARM processor to that of the NSpire.

Welcome to Omnimaga! :)
Title: Re: nDOOM - Work in progress
Post by: ExtendeD on January 02, 2011, 05:52:19 am
also, rewriting the whole event system, as the original used function pointers with arguments, which the Nspire doesn't seem to like either], and that's it.

You may need special calls (http://hackspire.unsads.com/wiki/index.php/Ndless_features_and_limitations#Global_variables) when defining arrays of function pointers, but function pointers themselves (with or without arguments) shouldn't be a problem. I would be interested by a test case that fails.
Title: Re: nDOOM - Work in progress
Post by: Lionel Debroux on January 02, 2011, 07:12:41 am
Wow, impressive indeed :)
And welcome to Omnimaga and the Nspire community ;)
Title: Re: nDOOM - Work in progress
Post by: Fast Crash on January 02, 2011, 07:28:04 am
 O.O Awesome !!!

I should buy a nSpire  :P
Title: Re: nDOOM - Work in progress
Post by: TIfanx1999 on January 02, 2011, 07:45:42 am
Wow... uh welcome to Omnimaga. That's one hell of a first post! Please excuse me while I go remove the bricks from my pants. ;D
Title: Re: nDOOM - Work in progress
Post by: Ranman on January 02, 2011, 08:06:30 am
Wow... uh welcome to Omnimaga. That's one hell of a first post! Please excuse me while I go remove the bricks from my pants. ;D

Bricks? Oh yeah... LOL :D

I think Mrakoplaz deserves an immediate promotion to utilize omnomirc. ;)
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on January 02, 2011, 08:33:07 am
Wow, I thought the initial response was amazing, but people seem to like the gif even more ;D
Thanks everyone, for your kind words!

For the people who asked about FPS, it is... somewhat strange. The movement/turning is really smooth, so is the lighting, even with 8 monsters at once shooting at you (and yes, this is on my real Nspire - CAS 2.0.1). However, the guns reload/fire about two times slower on the calculator than on the PC, which makes the game feel slow even though the movement is perfect. I'm guessing this is yet another bug, but I'll only investigate after I've fixed the big things. I am not sure, but I think the monsters still fire at the same rate, making the game almost impossible (at least for me!).
Needless to say, since the walking is so smooth, I don't think FPS will be a problem.

What could be a problem, however, is the display. Right now, the constrast is so bad on a real calculator that it is almost unplayable (you have problems even under a lamp!). At first, I thought it was because of the LCD (and the movement blur), but the contrast is equally horrible whether there's a million things all moving on the screen, or you're staring at a wall. Furthermore, running it with an inverted palette, the game is playable (but horribly confusing!). So I'm really hoping this is just a stupid palette bug, and not a limitation of the display.
As for the LCD blur itself... it's better than you'd expect (i.e. stuff is still visible while moving), but I really have to fix the low contrast in non-inverted mode. We'll see how it is after I've fiddled with it.

About the textures: I think the renderer is working perfectly, but the WAD loader is feeding it garbage data... if you consider that there's no distortion from any distance/angle, I think it's safe to rule out the renderer. There's another problem on a real calc, that it only seems to open the WAD file 30% of the time (on the emulator, it's about 95%). I'll work a bit on that, but debugging it is hard since it's pretty rare when emulated.

ExtendeD: I'll give a full report on what did/didn't work, as well as some test cases, after I fix the big bugs here and release the first somewhat playable version. One thing I must ask though, did anyone test the free() syscall on the CAS 2.0.1? It appears to crash the calc every time I call it, no matter if I'm freeing one byte or a thousand. Because of this, there's currently a memory leak of about 100kb each time you load a level...

PS: I almost forgot! I must apologize to Goplat and his amazing emulator, for not thanking him in the first post! The file transfer is still a bit iffy (I couldn't transfer the 4 meg WAD file, so I had to split it into 3 smaller files, then write a small program to merge them back together), but I can't complain, since the emulator is a blessing enough by itself. Good work!
Title: Re: nDOOM - Work in progress
Post by: Silver Shadow on January 02, 2011, 08:38:44 am
OMG! THIS IS AWESUM!!!  :thumbsup:
ME WANTS TEH CURRENT BUILD PLZ! ;)
Title: Re: nDOOM - Work in progress
Post by: Lionel Debroux on January 02, 2011, 08:43:05 am
Ranman: well, Mrakoplaz will soon reach 5 posts anyway :)
He can also join #omnimaga, #ti and #inspired on EFNet, that's where the action lies. Let's also mention #cemetech for completeness, though there is less Nspire action there, AFAICT.

Quote
What could be a problem, however, is the display. [snip]
Yeah, the Nspire's screen is terrible, much worse than the screen models across the TI-68k and TI-Z80 series. I interpret this as another proof that TI designed that calculator for pure education purposes... The TI-68k & TI-Z80 screens aren't that great, but they do a decent job, so we could convincingly say that TI used a cheap screen in the Nspire, so that fast gaming would suck.

nDOOM could be a serious contender for ticalc POTY 2011 :)
Title: Re: nDOOM - Work in progress
Post by: critor on January 02, 2011, 08:47:08 am
Mrakoplaz ->

You might let the user set the LCD contrast while playing.
You just need to read/write to 0x900F0020.

Sadly, the LCD blur is normal with the Nspire.

I think there is some bug with the wall textures...
Although floor and ceiling textures seem to be rendered properly, wall textures look just as if the tile was not scanning the full texture image, and was allways returning the same column...


Can we have your best build up to now?
Title: Re: nDOOM - Work in progress
Post by: Deep Toaster on January 02, 2011, 10:07:31 am
Wow... uh welcome to Omnimaga. That's one hell of a first post!

Yeah... :crazy:
Title: Re: nDOOM - Work in progress
Post by: ExtendeD on January 02, 2011, 10:20:47 am
One thing I must ask though, did anyone test the free() syscall on the CAS 2.0.1? It appears to crash the calc every time I call it, no matter if I'm freeing one byte or a thousand.

I have just double checked the syscall, it seems correct. Does it work for you on non-CAS 2.0.1?
Could you please try to create a simple test case which shows the problem when you find the time to?
Title: Re: nDOOM - Work in progress
Post by: Michael_Lee on January 02, 2011, 12:28:47 pm
That's awesome!

/me looks sadly at his 96x64 pixel screen...
Title: Re: nDOOM - Work in progress
Post by: qazz42 on January 02, 2011, 01:26:24 pm
Woah, this is over 9000, I have played doom a bunch of times, and have memorized the map pretty much, this is an almost exact replica from what I see, good job :D
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on January 02, 2011, 02:50:14 pm
OK, since everyone requested it, I'm putting up my current build of nDoom, with the biggest problems fixed (huge problems still remain, but at least you can see what's on the screen now).

Here's the distributable, along with the source, for anyone who's interested:
http://www.box.net/shared/mlravudct9 (http://www.box.net/shared/mlravudct9)

This is seriously unfinished, so don't say I didn't warn you!

Some known problems

So yeah. Try it at your own risk. And thanks again to all those who replied! I hope the shortcomings of this release don't disappoint you...
Title: Re: nDOOM - Work in progress
Post by: fb39ca4 on January 02, 2011, 03:37:49 pm
Woah, this is over 9000, I have played doom a bunch of times, and have memorized the map pretty much, this is an almost exact replica from what I see, good job :D
It IS an exact replica lol, Mrakoplaz is porting over the source.

Too bad it doesnt work on my calc, it doesnt have ndless 2.0 on it.
Title: Re: nDOOM - Work in progress
Post by: Silver Shadow on January 03, 2011, 01:28:34 pm
I see you have fixed the .TNS issue... ;)

EDIT: also, do you think distributing Ndless 2.0 with it is a good idea? I mean, it's getting updating very often, so you won't be giving the latest version...
Title: Re: nDOOM - Work in progress
Post by: ExtendeD on January 03, 2011, 04:25:29 pm
And this distribution of Ndless doesn't comply with the Mozilla Public License, both for version 1.7 and 2.0, so it's a problem for me.
Title: Re: nDOOM - Textures bug fixed!
Post by: Mrakoplaz on January 03, 2011, 04:39:37 pm
First of all:
EDIT: also, do you think distributing Ndless 2.0 with it is a good idea? I mean, it's getting updating very often, so you won't be giving the latest version...
And this distribution of Ndless doesn't comply with the Mozilla Public License, both for version 1.7 and 2.0, so it's a problem for me.
Oh shit, I am such a noob! Messing up on something like that... I disabled the first download link, and this new one doesn't have Ndless in it. I hope you'll forgive me this one time, I'll make sure it doesn't happen again. Again, really sorry.

Anyhow, I've managed to finally fix the textures bug. The game is slowly getting into a state one might consider trying out.
GIF hyperlinked for those with low bandwidth:
http://img146.imageshack.us/img146/2302/10005.gif (http://img146.imageshack.us/img146/2302/10005.gif)

Download:
http://www.box.net/shared/8ryc3coo68 (http://www.box.net/shared/8ryc3coo68)

There are two major problems with this build: One, level transition is broken, so you can only play the first level. And two, it's too dark... to fix this, just imagine you're playing Doom 3 instead ;D

I see you have fixed the .TNS issue... ;)
Yes, and I forgot to announce it was you found the problem. Many thanks for that, it was getting quite annoying...


Critor, thanks for cross-posting this over at tibank. I can read French, but nothing more so I'm afraid I won't be joining that community :(
Just one thing, I seriously wouldn't call nDoom anything like "beta"... more like pre-pre-alpha, at least in this state. Could you upload this new version as well?

Oh, and apologies to the community in general for not contributing to other topics and only replying here... it's a personal flaw of mine, when I decide on a project I concentrate 100% on that and ignore everything else until it's at least partly functional... just one or two further releases of this (level transition, screen brightness, menu), and I'll start looking at other things, promise! The remaining stuff should be pretty easy and shouldn't take too long, actually, at least compared to the textures bug which was driving me crazy (a three byte offset! three bytes, and so much suffering! aaaargh).
Well, that, and I still haven't quite switched from lurker mode yet...

PS: One (more? last?) apology to Goplat... it was not his emulator that was failing in the file transfer, it was my stupidity. Even 4MB files get transferred perfectly. Sorry!

Hmm, a post full of apologies... let's hope this trend doesn't continue.
Title: Re: nDOOM - Work in progress
Post by: ExtendeD on January 03, 2011, 04:42:10 pm
Oh shit, I am such a noob! Messing up on something like that... I disabled the first download link, and this new one doesn't have Ndless in it. I hope you'll forgive me this one time, I'll make sure it doesn't happen again. Again, really sorry.

Don't worry :) Good luck with your improvements.
Title: Re: nDOOM - Work in progress
Post by: critor on January 03, 2011, 04:46:22 pm
Ah, it's so great with "good" vertical textures.
Thanks for fixing that.

I'm updating everything.
Title: Re: nDOOM - Work in progress
Post by: apcalc on January 03, 2011, 04:49:06 pm
Great to see these updates!  You are adding great functionability to my Nspire!  :)
Title: Re: nDOOM - Work in progress
Post by: c.sprinkle on January 03, 2011, 04:52:08 pm
Nice textures and good work Mrakoplaz! Too bad z80's don't have the capability for this. Although, I could just get an Nspire.
Title: Re: nDOOM - Work in progress
Post by: critor on January 03, 2011, 05:56:16 pm
Wonderfull!

The screen blur is allmost invisible while moving forward/backward.
It's only visible while turning left/right (which is not your fault).


You've made a great work.


Sincerely (again), you should let the users set the contrast themselves during the game with the "plus" and "minus" keys.
It's very simple: you just have to increase/decrease the value stored at 0x900F0020. Default value is 0x80. I'm using values between 0x60 (full-white) and 0xC0 (full-dark).

Title: Re: nDOOM - Work in progress
Post by: ztrumpet on January 03, 2011, 06:04:08 pm
Wow, this looks wonderful!  It's times like these when I find myself wishing for an Nspire. ;D
Title: Re: nDOOM - Work in progress
Post by: Goplat on January 03, 2011, 07:53:02 pm
I keep getting this error. Is there a particular folder the .wad.tns is supposed to be in? I looked at the source and it seems to be trying to load .wad.tns files from the current directory, but I can't find where the current directory is set.
Title: Re: nDOOM - Work in progress
Post by: apcalc on January 03, 2011, 07:54:38 pm
I keep getting this error. Is there a particular folder the .wad.tns is supposed to be in? I looked at the source and it seems to be trying to load .wad.tns files from the current directory, but I can't find where the current directory is set.

I think you have to send it to the root directory.  Sadly, I can't figure out how to do this on the emulator (when I try to copy-paste it, the emulator crashes).
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on January 03, 2011, 07:59:52 pm
I keep getting this error. Is there a particular folder the .wad.tns is supposed to be in? I looked at the source and it seems to be trying to load .wad.tns files from the current directory, but I can't find where the current directory is set.

I think you have to send it to the root directory.  Sadly, I can't figure out how to do this on the emulator (when I try to copy-paste it, the emulator crashes).

First of all, sorry Goplat for not mentioning that in this release... I mentioned it the first two times, but forgot to do here  :-[

Anyway, to fix the copy/paste crash, there's another way to save it: Press the menu button, then select "save as", save to root directory, then delete the original. Horrendously overcomplicated, but gets the job done. I fixed the path because my dynamic approach kept crashing and I wanted to move on to the rendering engine... I've added it to my to-do list for the next release (hopefully tomorrow).

Critor, thanks for your kind words - the contrast adjustment will be in the next release as well, don't worry... but fixing the vertical textures took a lot of effort (even though it was a trivial bug in the end), and I was too lazy to do anything more for today.

Oh, and Goplat? Nspire_emu is AWESOME. Just thought I'd say that again  ;)
Title: Re: nDOOM - Work in progress
Post by: critor on January 03, 2011, 08:12:22 pm
Thank you Markoplaz.

Together with Levak, we have tested your game and have experienced some little bugs.

Note it might come from Ndless 2.

- if the WAD file is not in the soft-root directory, after validating the dialog box the calculator does freeze (4 times on 3 different calculators)

- when exiting game with the "esc" key, the calculator does freeze (1 time) or reboot (2 times)


It would be a good idea too to accept the arrow keys together with the numeric keys.
On the ClickPad keypad, we have some alpha keys between the numeric keys, which is "horrible" for an action game.
Title: Re: nDOOM - Work in progress
Post by: XVicarious on January 03, 2011, 09:52:53 pm
I didn't experience the game being too dark. For me, it was very very light. Had to squint eyes and be like an inch or less from teh screen to see.
Title: Re: nDOOM - Work in progress
Post by: willrandship on January 03, 2011, 10:43:33 pm
I personally think the clickpad keys aren't too out of place, but i think I would still prefer having the Dpad control it. Maybe just allow setting the keys used? :P

Just one thing, the jumpy screenshot is because Calcapture (or whatever you use) simply records the emu badly, right? I think I remember reading that.

Really nice work BTW. :)
Title: Re: nDOOM - Work in progress
Post by: Builderboy on January 04, 2011, 01:12:22 am
Wow this is looking more and more amazing! O.O I want to find a way to record the screenshots at a higher framerate than calcCapture can handle, i wonder if anybody knows of a way?  Perhaps Fraps can be used and then converted into a Gif with virtual dub or something?
Title: Re: nDOOM - Work in progress
Post by: TIfanx1999 on January 04, 2011, 03:53:34 am
The new screenshot posted looks fantastic! It doesn't look too dark on the emulator, but I have no idea how it looks on calc. as i don't own and Nspire(yet). =) Keep up the fantastic work! =)

*edit* fixed spelling error  <_<
Title: Re: nDOOM - Work in progress
Post by: ExtendeD on January 04, 2011, 02:32:29 pm
Did any of you come across the same crashes/freezes as critor and Levak (http://ourl.ca/8582/160338)?
critor, do you know which revision of Ndless 2.0 are you using?
Title: Re: nDOOM - Work in progress
Post by: Silver Shadow on January 04, 2011, 02:33:54 pm
The second one isn't due to Ndless, in fact, the Esc key doesn't exit the game, but brings up the main menu. But it isn't working yet, so it just crashes instead...
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on January 04, 2011, 02:35:59 pm
The second one isn't due to Ndless, in fact, the Esc key doesn't exit the game, but brings up the main menu. But it isn't working yet, so it just crashes instead...
Actually, it shouldn't any more - I've changed it to call I_Quit() and end the game normally. However, there's a bug with that function. I always get the following message on the emulator:

Error at PC=FFFFFFFE: J mode is not implemented

And I am not quite sure what to do with that.
The error message also calls I_Quit() after displaying the textbox, so all these crashes are caused by the exact same thing.
Title: Re: nDOOM - Work in progress
Post by: Silver Shadow on January 04, 2011, 02:36:31 pm
Oh OK, my bad.
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on January 04, 2011, 03:54:09 pm
I checked the new screenshot and it's awesome. How many levels of gray do you use by the way now? In the screenshot I only see 4 or 5 but I'm not sure if it's due to CalcCapture, low contrast or something else.
Wow this is looking more and more amazing! O.O I want to find a way to record the screenshots at a higher framerate than calcCapture can handle, i wonder if anybody knows of a way?  Perhaps Fraps can be used and then converted into a Gif with virtual dub or something?
Fraps only works with game-type and video-type softwares and even then, it usually only works if that software is full screen and a different resolution than the default monitor one. CamStudio also works but sometimes the Framerate isn't that much higher.
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on January 04, 2011, 04:50:54 pm
Here is today's build. I've fixed level transition (however, level 2 has a big bug in the rendering, so this fix isn't very useful yet), added controls for contrast (plus/minus), an experimental alternate mapping for the Clickpad (I don't have one, so I have no idea about the ergonomics), and also changed the loader so that it looks for the WAD files in the current folder, and not necessarily the root.
I've also fixed another bug with the textures (which I accidentally introduced while debugging the last texture problem :-[), and the game looks even better now. Also, switches are no longer invisible:
(http://img443.imageshack.us/img443/8612/doomcompare.png)


Unfortunately, the reboot-on-quit bug ("Error at PC=FFFFFFFE: J mode is not implemented" in the emulator console) is still present - that, along with the rendering bug of level 2, are the top priorities for the next release. Hopefully I'll also have time to improve the HUD, so that you can tell the difference between picking up an item and taking damage.

For experimentation, I've also swapped the strafe/turn keys around. I'm not sure if it's an improvement in ergonomics or a step back, though.



I checked the new screenshot and it's awesome. How many levels of gray do you use by the way now? In the screenshot I only see 4 or 5 but I'm not sure if it's due to CalcCapture, low contrast or something else.
Thanks - it's supposed to use all sixteen shades, but I still have to shuffle the palette around a bit to spread the colours out and such. I think I screwed up on a couple of values while typing out the 256 bytes manually in hex...

PS: Yay! I just noticed I can upload files now. Both source and compiled version included ;D
Title: Re: nDOOM - Work in progress
Post by: squalyl on January 04, 2011, 04:55:20 pm
Hello,

first: over 9000 congrats. That's awesome.

second: if you don't have a svn now, or need a svn, or want to host it on my server, i'd be happy to provide it. git is probably possible too, but I'm still a noob with it.

squalyl, hackspire's / nsptools hoster.
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on January 04, 2011, 05:00:52 pm
Awesome update! I wish I had more time to re-install Ndless and try it now. It looks so close to the original Doom. And sorry about the file uploads restriction, this was to protect the forums from spambots that uploaded adult material.
Title: Re: nDOOM - Work in progress
Post by: XVicarious on January 04, 2011, 05:08:10 pm
Did any of you come across the same crashes/freezes as critor and Levak (http://ourl.ca/8582/160338)?
critor, do you know which revision of Ndless 2.0 are you using?

I do, but it ALWAYS crashes. Never freezes..
Title: Re: nDOOM - Work in progress
Post by: XVicarious on January 04, 2011, 05:10:26 pm
Hello,

first: over 9000 congrats. That's awesome.

second: if you don't have a svn now, or need a svn, or want to host it on my server, i'd be happy to provide it. git is probably possible too, but I'm still a noob with it.

squalyl, hackspire's / nsptools hoster.

Actually, for all the Nspire stuff, it would be ideal to have an svn host dedicated to hosting Nspire. Such as someone here setting up their webserver for that.
Title: Re: nDOOM - Work in progress
Post by: critor on January 04, 2011, 05:25:20 pm
Did any of you come across the same crashes/freezes as critor and Levak (http://ourl.ca/8582/160338)?
critor, do you know which revision of Ndless 2.0 are you using?

I'm testing all pograms with Ndless 1.7 and Ndless 2.0.
The 2.0 revision I'm using currently is 351.

I'm still building binaries with Ndless 1.7 for now.


It might be related (or not) to what Mrakoplaz has reported previously, but I've got something interesting.

mViewer is quite stable with Ndless 1.7, on non-CAS calculators, or even with Ndless 2.0 on non-CAS calculators.
I've got problems with the same binaries with Ndless 2.0 on a CAS ClickPad.
After exiting mViewer, the calculator does freeze or reboot very often (which does not happen on the non-CAS).

The CAS ClickPad did even reboot one time while I was working in the OS, which never happened to me before (no, the RAM was not full).



Both Levak and I have been using TI-Nspire CAS ClickPad for the nDoom tests, which could explain the high freeze/reboot rate.
Title: Re: nDOOM - Work in progress
Post by: Eeems on January 04, 2011, 06:44:14 pm
@jkag: Just a friendly reminder to use the edit button instead of doubleposting, thanks :)

I've got to say I'm super impressed with this project :D Keep up the good work!
Title: Re: nDOOM - Work in progress
Post by: XVicarious on January 04, 2011, 10:14:05 pm
Sorry about that, didn't even notice. I swear there were posts in between.
Title: Re: nDOOM - Work in progress
Post by: Eeems on January 04, 2011, 11:40:59 pm
Sorry about that, didn't even notice. I swear there were posts in between.
Hey no problem :) Just wasn't sure if you were aware about doubleposting.
Title: Re: nDOOM - Work in progress
Post by: fb39ca4 on January 06, 2011, 05:30:46 am
Here is today's build. I've fixed level transition (however, level 2 has a big bug in the rendering, so this fix isn't very useful yet), added controls for contrast (plus/minus), an experimental alternate mapping for the Clickpad (I don't have one, so I have no idea about the ergonomics), and also changed the loader so that it looks for the WAD files in the current folder, and not necessarily the root.
I've also fixed another bug with the textures (which I accidentally introduced while debugging the last texture problem :-[), and the game looks even better now. Also, switches are no longer invisible:
(http://img443.imageshack.us/img443/8612/doomcompare.png)


Unfortunately, the reboot-on-quit bug ("Error at PC=FFFFFFFE: J mode is not implemented" in the emulator console) is still present - that, along with the rendering bug of level 2, are the top priorities for the next release. Hopefully I'll also have time to improve the HUD, so that you can tell the difference between picking up an item and taking damage.

For experimentation, I've also swapped the strafe/turn keys around. I'm not sure if it's an improvement in ergonomics or a step back, though.



I checked the new screenshot and it's awesome. How many levels of gray do you use by the way now? In the screenshot I only see 4 or 5 but I'm not sure if it's due to CalcCapture, low contrast or something else.
Thanks - it's supposed to use all sixteen shades, but I still have to shuffle the palette around a bit to spread the colours out and such. I think I screwed up on a couple of values while typing out the 256 bytes manually in hex...

PS: Yay! I just noticed I can upload files now. Both source and compiled version included ;D
What formula are you using to convert the colos into grayscale?
Ive used 5/16 green and 3/16 for red and blue.
Title: Re: nDOOM - Work in progress
Post by: squalyl on January 06, 2011, 05:57:07 am
Quote
Actually, for all the Nspire stuff, it would be ideal to have an svn host dedicated to hosting Nspire. Such as someone here setting up their webserver for that.

What would you think of this? http://nspforge.unsads.com/

(be patient, DNS propagation may not be complete yet, I just added the domain a few minutes ago)
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on January 06, 2011, 10:35:15 am
I've been looking into the crash-on-quit bug and it's driving me crazy. It always seems to crash after main() returns, which might indicate a fault with Ndless, but no other programs (that I know of) crash on exit, making it obvious that the problem is related to Doom in some way. Problem is, in what way? I've been looking at the Ndless sources, but still don't understand most of them, especially the assembly bits, so I can't really help there, sorry.

It might be related (or not) to what Mrakoplaz has reported previously, but I've got something interesting.
mViewer is quite stable with Ndless 1.7, on non-CAS calculators, or even with Ndless 2.0 on non-CAS calculators.
I've got problems with the same binaries with Ndless 2.0 on a CAS ClickPad.
After exiting mViewer, the calculator does freeze or reboot very often (which does not happen on the non-CAS).
Now that is interesting. Could it be to do with the sheer amounts of memory required by the programs? I mean, mViewer can load quite large .bmps and similar, can it not? Whereas Doom allocates more than six megabytes to itself...
Also, it crashes on my Touchpad 100% of the time as well, so it's not related to you using a Clickpad.

And sorry about the file uploads restriction, this was to protect the forums from spambots that uploaded adult material.
Hey, most forums don't let you upload files at all, so I view this more as a bonus than a limitation.

What formula are you using to convert the colos into grayscale?
Ive used 5/16 green and 3/16 for red and blue.
I've used the dumb-dumb idiot formula - take screenshot of game palette, load it into picture editor, click "make grayscale" button, select the "colour picker" tool, hover mouse over each field of the palette, type result into array. One of the dumber things I've done, but hey, it was the first time doing something like this, and it seemed to work ;D

Quote
Actually, for all the Nspire stuff, it would be ideal to have an svn host dedicated to hosting Nspire. Such as someone here setting up their webserver for that.

What would you think of this? http://nspforge.unsads.com/
Sounds like a good idea, but unfortunately I absolutely despise all sorts of version control, from SVN to Git (Git more than the others, though). I agree they are critical for team projects, and that the only reason I don't like them is because I don't understand them... but that doesn't change the fact I hate them. I do backups manually, I track bugs with one .txt file, and progress/goals with a second one (whee! I am not even in university and already old-fashioned!).
Since they are very useful for about everyone else, however, good work! This will probably make it easier for others to start/track development.

To everyone else, I'm sorry but there's been no progress - I've been trying to track down the rendering issues in level two as well as the crash on exit, but found nothing so far. Also, further progress will slow down as holidays are ending. Hopefully though, nDoom will be in an acceptable state soon - apart from the rendering issues of level 2 and incomplete interface, it seems relatively playable.
I must point out though, my thanks to everyone for such encouraging feedback! I am not sure I'd be willing to spend twelve hours tracking down rendering bugs if it wasn't for this welcoming community; Since I only have an Nspire (and no TI84 keyboard), I can't really try many of your projects (and I've seen some really epic ones here, especially considering the relative simplicity of the hardware!), for which I apologize. Yet, this community has been so welcoming that I feel obligated to stay and somehow repay that... don't worry, I'll figure something out.

Also, while playing on the real calculator, I've noticed how the blurry display forces a very different playstyle on you; Instead of the good ol' run-and-gun of the original, you instead are slowly advancing, checking behind each corner, darting from cover to cover, etc. Interesting how the hardware changes things so much.

PS: Anyone tried the Clickpad controls? Are they absolutely horrible, or just subpar? Since I don't have one, I was working off a blurry picture of the keypad and couldn't do any practical tests.
Title: Re: nDOOM - Work in progress
Post by: Silver Shadow on January 06, 2011, 10:45:53 am
Yes, the clickpad controls are horrible. They would be a lot better if:
1) The left and right keys would rotate the display instead of strafing
2) Use Esc and Home keys for strafing
Title: Re: nDOOM - Work in progress
Post by: ExtendeD on January 06, 2011, 03:58:06 pm
mViewer is quite stable with Ndless 1.7, on non-CAS calculators, or even with Ndless 2.0 on non-CAS calculators.
I've got problems with the same binaries with Ndless 2.0 on a CAS ClickPad.
After exiting mViewer, the calculator does freeze or reboot very often (which does not happen on the non-CAS).

So may be there is a wrong address for a 2.0 CAS syscall, I'll try to find it. Tell me if you happen to have an idea on which one it could be.
Title: Re: nDOOM - Work in progress
Post by: squalyl on January 06, 2011, 04:18:28 pm
Mrakoplaz: I understand how you feel about svn... until I lost 3 months worth of code, recovered half of it, then broke it once again, without the possibility to revert 3 days of (bad) work. However I'm not here to force anyone to do anything, so that's fine.

Just to say that I don't either use svn for shared projects, but the dumb way, as a cheap incremental backup with log messages. svn with more than 1 developer is a mess as soon as 2 people change the same file (half joke - but svn branches really sucks), and git seems nice but is too complicated for me. but the backup side of svn is nice. again, just my 2 cents, I totally respect your freedom.
Title: Re: nDOOM - Work in progress
Post by: SirCmpwn on January 06, 2011, 05:21:07 pm
Please excuse my ignorance, but will 1.7 programs work on 2.0, because I'd love to try this, but I want to use gbc4nspire as well.
Title: Re: nDOOM - Work in progress
Post by: apcalc on January 06, 2011, 06:22:47 pm
Please excuse my ignorance, but will 1.7 programs work on 2.0, because I'd love to try this, but I want to use gbc4nspire as well.

Yep! :)

All Ndless 1.7 programs are compatible with Ndless 2.0, with the reverse of this also being true (unless the touchpad keypad is being used; this may cause some problems with Ndless 1.7 programs with Ndless 2.0)! :)
Title: Re: nDOOM - Work in progress
Post by: SirCmpwn on January 06, 2011, 06:26:33 pm
Win.  Once I get my nspire back, I'll definitely be upgrading.
Title: Re: nDOOM - Work in progress
Post by: fb39ca4 on January 06, 2011, 06:56:13 pm
A
Please excuse my ignorance, but will 1.7 programs work on 2.0, because I'd love to try this, but I want to use gbc4nspire as well.

Yep! :)

All Ndless 1.7 programs are compatible with Ndless 2.0, with the reverse of this also being true (unless the touchpad keypad is being used; this may cause some problems with Ndless 1.7 programs with Ndless 2.0)! :)
Are you sure ndless 2.0 progs work on 1.7? I just get a reboot when I run ndoom.
Title: Re: nDOOM - Work in progress
Post by: Ashbad on January 06, 2011, 06:57:19 pm
A
Please excuse my ignorance, but will 1.7 programs work on 2.0, because I'd love to try this, but I want to use gbc4nspire as well.



Yep! :)

All Ndless 1.7 programs are compatible with Ndless 2.0, with the reverse of this also being true (unless the touchpad keypad is being used; this may cause some problems with Ndless 1.7 programs with Ndless 2.0)! :)
Are you sure ndless 2.0 progs work on 1.7? I just get a reboot when I run ndoom.

I think it's that 1.7 progs work on 2.0, reverse order ;)

at least I think that's what he meant.
Title: Re: nDOOM - Work in progress
Post by: Hot_Dog on January 06, 2011, 07:03:02 pm
Since it accepts .wad files, I'll have to try this with Chex Quest :)

Keep up the good work!
Title: Re: nDOOM - Work in progress
Post by: fb39ca4 on January 06, 2011, 07:03:21 pm
Read carefully, and you'll notice apcalc said "the reverse is also true" ;)
Title: Re: nDOOM - Work in progress
Post by: apcalc on January 06, 2011, 07:21:19 pm
A
Please excuse my ignorance, but will 1.7 programs work on 2.0, because I'd love to try this, but I want to use gbc4nspire as well.

Yep! :)

All Ndless 1.7 programs are compatible with Ndless 2.0, with the reverse of this also being true (unless the touchpad keypad is being used; this may cause some problems with Ndless 1.7 programs with Ndless 2.0)! :)
Are you sure ndless 2.0 progs work on 1.7? I just get a reboot when I run ndoom.

I always thought that 2.0 programs would work on 1.7 too.  I don't see any reason why they would not work.  Maybe nDoom is using a syscall that is only present in Ndless 2.0, causing your Nspire to crash???
Title: Re: nDOOM - Work in progress
Post by: calc84maniac on January 06, 2011, 09:37:01 pm
If there are new syscalls used, the solution would be to make a fresh build from the SVN (or wait until the next release). Back-compatibility with OS 1.7 is planned, as far as I know.
Title: Re: nDOOM - Work in progress
Post by: turiqwalrus on January 06, 2011, 09:40:55 pm
this looks pretty cool, definately much cooler than the old one. will download when I get my laptop(soon).
Title: Re: nDOOM - Work in progress
Post by: Goplat on January 07, 2011, 05:39:21 pm
mViewer is quite stable with Ndless 1.7, on non-CAS calculators, or even with Ndless 2.0 on non-CAS calculators.
I've got problems with the same binaries with Ndless 2.0 on a CAS ClickPad.
After exiting mViewer, the calculator does freeze or reboot very often (which does not happen on the non-CAS).

So may be there is a wrong address for a 2.0 CAS syscall, I'll try to find it. Tell me if you happen to have an idea on which one it could be.

I think freopen might be wrong, syscalls_cas-2.0.1.c has it as 102F6FFC but it should be 102F6FB8.

EDIT: this couldn't be the problem, Ndless 1.7 didn't have freopen :/
Title: Re: nDOOM - Work in progress
Post by: critor on January 07, 2011, 05:45:07 pm
I've been looking into the crash-on-quit bug and it's driving me crazy. It always seems to crash after main() returns, which might indicate a fault with Ndless

You also get crashes on exit:
- if you haven't freed all allocated spaces
- if you haven't closed all open files
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on January 08, 2011, 06:42:30 am
Still no progress, I am afraid. Mostly, I've just been lazy and trying to enjoy the last few days of holidays to their fullest...

You also get crashes on exit:
- if you haven't freed all allocated spaces
- if you haven't closed all open files
Hmm, I do close the wad file, but I am worried about freeing all allocated spaces... I think I've missed a few here and there. I just want to make sure, that refers only to the spaces claimed by malloc() and realloc(), right? Not every single variable and array there is, I hope, since that would be insane.

So may be there is a wrong address for a 2.0 CAS syscall, I'll try to find it. Tell me if you happen to have an idea on which one it could be.
My only idea was the free() call, after which the application always crashes, but you already checked that, so no ideas, sorry.

Are you sure ndless 2.0 progs work on 1.7? I just get a reboot when I run ndoom.
Just a reboot? No error message, no screen full of garbage, just a reboot immediately after running the executable? I've never had that happen with the current releases, there was always at least an error (not counting the crash-on-exit, that is). What OS/keypad/CAS you have?

Mrakoplaz: I understand how you feel about svn... until I lost 3 months worth of code, recovered half of it, then broke it once again, without the possibility to revert 3 days of (bad) work. However I'm not here to force anyone to do anything, so that's fine.

Just to say that I don't either use svn for shared projects, but the dumb way, as a cheap incremental backup with log messages. svn with more than 1 developer is a mess as soon as 2 people change the same file (half joke - but svn branches really sucks), and git seems nice but is too complicated for me. but the backup side of svn is nice. again, just my 2 cents, I totally respect your freedom.
Hey, if something like that happened to me, I'd probably love it too ;D
However, I am ridiculously over-organized, and set up incremental backups on several external/USB drives, all of them labelled and such. I'd guess a SVN would make it a bit easier, but I have batch files and don't need the internet for my method (my connection is a bit... unreliable, let's say).

Since it accepts .wad files, I'll have to try this with Chex Quest :)
Unfortunately, I don't think it's strictly compatible. It might be, but I think Chex Quest had a few minor executable changes which could make a big difference. Did Ultimate Doom (the source for this port) work with a chex quest wad file?
Also, although the compatibility for any wad file is there theoretically, practically it's only been tested with the Doom 1 demo, so I have no idea if it will actually work at this stage (I'll start testing it with other wad files once the demo is fully playable, though!).

Yes, the clickpad controls are horrible. They would be a lot better if:
1) The left and right keys would rotate the display instead of strafing
2) Use Esc and Home keys for strafing
Ah, thanks for your suggestion! I had no idea where to put the two strafe keys, and didn't even for a second think of using those giant esc/home buttons staring me in the face...
I'll put in the next release, which I'll release when I fix the rendering in level 2. If you're desperate enough, the input code is in i_system.c and quite understandable (even though it's a fairly clumsy hack of fitting asynchronous events into a synchronous system).

Also, cheers everyone, for your great feedback. I know I say this every post, but I do genuinely mean it each and every time!
Title: Re: nDOOM - Work in progress
Post by: ExtendeD on January 09, 2011, 05:38:37 am

I think freopen might be wrong, syscalls_cas-2.0.1.c has it as 102F6FFC but it should be 102F6FB8.

EDIT: this couldn't be the problem, Ndless 1.7 didn't have freopen :/

You're right, it's fixed, thanks.

The 2.0 revision I'm using currently is 351.
(...)
mViewer is quite stable with Ndless 1.7, on non-CAS calculators, or even with Ndless 2.0 on non-CAS calculators.
I've got problems with the same binaries with Ndless 2.0 on a CAS ClickPad.
After exiting mViewer, the calculator does freeze or reboot very often (which does not happen on the non-CAS).

The CAS ClickPad did even reboot one time while I was working in the OS, which never happened to me before (no, the RAM was not full).

Both Levak and I have been using TI-Nspire CAS ClickPad for the nDoom tests, which could explain the high freeze/reboot rate.

I have checked all the syscalls used by mViewer, they all appear to be correct.
There is an important change at revision 354 related to CPU cache issues, that can make the calculator hang (and perhaps reboot although I haven't seen this) on program exit. Could you please try to reproduce the problem on a fresh update?
(we could probably move the discussion to the Ndless thread)
Title: Re: nDOOM - Work in progress
Post by: ExtendeD on January 09, 2011, 07:07:25 am
Mrakoplaz: programs can be built with the GCC option -std=c99 with the latest update of Ndless 2.0, so you could have replaced calls to alloca() in the original source code with variable-length arrays (http://gcc.gnu.org/onlinedocs/gcc/Variable-Length.html).
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on January 09, 2011, 07:13:05 pm
I hope to see new updates on this soon, this looks really promising. :)

Don't give up on the project!
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on January 14, 2011, 08:11:34 pm
Well, sorry everyone for lack and slowness of updates, but not only does school take a long amount of time, but the bugs that are left are increasingly getting more and more obscure (the one I just fixed in this release, everything went wrong due to a single bit being zero instead of one... and this bit wasn't a boolean, it was inside a 4-byte int!) and thus take longer to fix.

Release features:

The crash-on-exit, lack of automap, etc. are still all there, but at least now all the levels are playable and the game can be said to finally work (sort of). Further releases will concentrate on improving the experience (difficulty selection, improved palette, savegame support...).

A peculiar thing: With the introduction of the loading screen, the screen as a whole shifts slightly to the bottom left (~10 pixels in each is my guess). I remember that the particles demo had this bug, and it was resolved by not reading from the screen buffer - however, I am not doing that. All I'm doing is writing (memset and memcpy). I'll attempt to do a test case, but not sure if I'll have the time to do so. Nevermind that, I'm just an idiot.

Again, suggestions for better controls/misc improvements are always welcome. Also reports of crashes.
Title: Re: nDOOM - Work in progress
Post by: fb39ca4 on January 14, 2011, 11:41:49 pm
Great to see more updates. Compared to the average project, your updates are actually quite fast. Keep it up :thumbsup:
Title: Re: nDOOM - Work in progress
Post by: Builderboy on January 15, 2011, 02:07:28 am
Wow nice work on the bug fixes!  You are really working hard, and its really paying off!
Title: Re: nDOOM - Work in progress
Post by: ExtendeD on January 15, 2011, 02:59:41 am
I wonder if we could port Valgrind or an equivalent tool to diagnostic your crash on exit.
Title: Re: nDOOM - Work in progress
Post by: fb39ca4 on January 15, 2011, 06:21:46 pm
Its most likely too much memory is being used for the wads, those are like 4mb, right? They are probably overwriting the os memory, thus crashing the os on exit.
Title: Re: nDOOM - Work in progress
Post by: apcalc on January 15, 2011, 07:11:13 pm
This is really amazing!  Excellent work, Mrakoplaz! :)
Title: Re: nDOOM - Work in progress
Post by: calc84maniac on January 15, 2011, 08:17:27 pm
Its most likely too much memory is being used for the wads, those are like 4mb, right? They are probably overwriting the os memory, thus crashing the os on exit.
I've run 4MB ROMs in gbc4nspire before (granted, that was on OS 1.1, but still)
Title: Re: nDOOM - Work in progress
Post by: Lionel Debroux on January 16, 2011, 04:30:07 am
Quote
I wonder if we could port Valgrind or an equivalent tool to diagnostic your crash on exit.
Valgrind defines several instruction sequences for interacting with it from within the code, see <valgrind/memcheck.h> and <valgrind/valgrind.h>. That may help integrating Valgrind with the emulator.

And as usual, good job, Mrakoplaz ;)
Title: Re: nDOOM - Work in progress
Post by: SirCmpwn on January 16, 2011, 12:44:23 pm
Very nice!  I finally got this installed, and I'm impressed!  However, I did want to know a more extensive summary of the controls.  It seems I can't turn right or strafe left, and I can't open doors.
EDIT: I figured out how to open doors, what about reload?
Title: Re: nDOOM - Work in progress
Post by: Silver Shadow on January 16, 2011, 12:45:48 pm
Clickpad or Touchpad?
Title: Re: nDOOM - Work in progress
Post by: SirCmpwn on January 16, 2011, 12:48:15 pm
Clickpad.
Title: Re: nDOOM - Work in progress
Post by: Silver Shadow on January 16, 2011, 01:00:05 pm
On the version I have, you strafe with "0" and ".". I don't know about reloading though.
Title: Re: nDOOM - Work in progress
Post by: SirCmpwn on January 16, 2011, 01:02:46 pm
My version uses Home for right strafe, so not the same one.
Title: Re: nDOOM - Work in progress
Post by: Silver Shadow on January 16, 2011, 01:03:50 pm
Cool, he finally took my advice. :)
I'll go and update, and also check if I have the latest Ndless version.
Title: Re: nDOOM - Work in progress
Post by: SirCmpwn on January 16, 2011, 01:12:19 pm
Sounds good.  I'm going to try and edit the WAD file and make it a bit better looking for calculator viewing.
Title: Re: nDOOM - Work in progress
Post by: Silver Shadow on January 16, 2011, 01:17:05 pm
While you're at it, try deleting all the sound and music data too, it will make the file much smaller. :)
Title: Re: nDOOM - Work in progress
Post by: critor on January 16, 2011, 01:41:15 pm
While you're at it, try deleting all the sound and music data too, it will make the file much smaller. :)

Note, the original purpose of this project was, if i remember well, to load any Doom WAD file.
Which means Doom/Doom2 original levels, but also all custom levels available on the Internet.

We should be very carefull if we start supporting modified WAD files...
Because not everybody will be able (or want) to modify WAD files...

And by testing the program more and more with "light" WAD files, some bugs might progressively appear and prevent to load normal WAD files correctly.
Title: Re: nDOOM - Work in progress
Post by: SirCmpwn on January 16, 2011, 01:44:48 pm
What I'm suggesting is to still support any WAD file, but to also make WAD files optimized for Nspire usage, that are smaller and have slightly different graphics.
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on January 16, 2011, 02:19:44 pm
Well if modified WAD files are supported, the project should definitively come with a converter to stripe the unnecessary stuff from the files, then. Otherwise I think it might be best to stick to the original files.

Nice progress by the way! I hope you can get the bugs resolved and find more time soon! :)
Title: Re: nDOOM - Work in progress
Post by: apcalc on January 16, 2011, 02:19:44 pm
One small issue:  When using the clickpad hardware, I can't get the game to load, but when I switch to the touchpad, everything works fine.
Title: Re: nDOOM - Work in progress
Post by: SirCmpwn on January 16, 2011, 02:35:08 pm
Alright, so I customized the WAD file for Nspire use.  I made the GUI more readable for the Nspire screen, and brightened up some things.  I increased the contrast between different objects so it's easier to see in grayscale.  The music and sound effects were also removed (although sound support via the 84+ keypad might be awesome at some point).  This saves you about .8 MB.
Please note that this is a work in progress, and I'll be making the graphics better and better over time.
Title: Re: nDOOM - Work in progress
Post by: fb39ca4 on January 16, 2011, 02:48:34 pm
Aren't the wads copyrighted? You aren't allowed to distribute them here if they are.
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on January 16, 2011, 02:50:54 pm
Would he be allowed to distribute patches?
Title: Re: nDOOM - Work in progress
Post by: SirCmpwn on January 16, 2011, 02:54:10 pm
As a moderator, I am well aware of the rules.  The file is freeware.
Also, I'm trying to post an updated version, the last one had problems with floor textures.
EDIT: Here's (http://cid-a46488b822df702b.office.live.com/self.aspx/Public%20Files/rename%5E_me%5E_to%5E_doom1.wad.tns) a link.
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on January 16, 2011, 02:55:24 pm
Ah ok, I thought they were copyrighted. That's good, then.
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on January 21, 2011, 04:17:19 pm
SirCmpwn, I was thinking of something like that myself, after I've finished working on this, but you obviously outran me. Good job! Better contrast and stuff is always nice.

Omnimaga, I made sure to steer clear of any legal troubles by only distributing the demo version, and not the full game. I might be largely ignorant of licences and legality usually, but this one thing I did check.

One small issue:  When using the clickpad hardware, I can't get the game to load, but when I switch to the touchpad, everything works fine.
Hmm, that's not a small issue, that's huge! Does it freeze the calculator? Reset once you run it? Or just not run at all? I've never encountered anything like that, but then again I don't have a Clickpad...

I've been playtesting it along with friends in school (only at lunches and free periods, I swear! ;D), and the most important features that are still missing are the map and save/load game support. I'll work on them this weekend.

Sorry again for only replying on weekends.
Title: Re: nDOOM - Work in progress
Post by: SirCmpwn on January 21, 2011, 04:40:50 pm
Of course, sound support would be spectacular ;)
Title: Re: nDOOM - Work in progress
Post by: apcalc on January 21, 2011, 04:45:29 pm
One small issue:  When using the clickpad hardware, I can't get the game to load, but when I switch to the touchpad, everything works fine.
Hmm, that's not a small issue, that's huge! Does it freeze the calculator? Reset once you run it? Or just not run at all? I've never encountered anything like that, but then again I don't have a Clickpad...

If freezes on the "Loading" screen when I run it using the clickpad.  I have to pull the keypad and pull a battery to get it to go back to normal.  Its been a little while since I tested it, as I have not used my Nspire much, but when I get a chance, I will test it again!
Title: Re: nDOOM - Work in progress
Post by: Munchor on January 21, 2011, 08:06:13 pm
Quote
I've been playtesting it along with friends in school (only at lunches and free periods, I swear! ), and the most important features that are still missing are the map and save/load game support. I'll work on them this weekend.

XD

I have to test it in my touchpad too. Unfortunately, I lack a Clickpad.
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on January 23, 2011, 02:03:31 pm
I've been playtesting it along with friends in school (only at lunches and free periods, I swear! ;D)
Lies, we all know everyone play games in classes ;D jkjk

Anyway I can't wait for new progress. I hope to see new one soon :D
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on January 24, 2011, 03:06:56 pm
First of all, many thanks to Omnimaga for this spiffy new subforum!

In other news, the new release won't be out yet, but rest assured, I am working on it; However, I've hit some strange crashes and it's generally taking longer than it should.

If freezes on the "Loading" screen when I run it using the clickpad.  I have to pull the keypad and pull a battery to get it to go back to normal.  Its been a little while since I tested it, as I have not used my Nspire much, but when I get a chance, I will test it again!
Looking at the input code, I've found the ESC key was mapped to both right strafe and exit on the Clickpad :banghead:. Since there's a crash on exit, that might've been it.
Unfortunately, it could also be related to some other strange issue. What OS are you using, by the way? I've only ran this on 2.0.1 CAS and 2.1 CAS (I don't have access to any other Nspires).

I've managed to fix all the originally-alloca statements (the memory wasn't getting freed due to an extremely embarassing bug...), checked that every malloc() has an equivalent free() statement and that all files are getting closed, but the crash-on-exit still remains.
Although now, it's giving me an unaligned_write_word error instead of an invalid processor mode. I don't think that's particularly helpful, though.

Except for unfreed memory and open files, are there any other things that might be causing a crash on exit? As you might have guessed from looking on my code, I'm not very good at this C thing (give me assembly or python any time!).
Title: Re: nDOOM - Work in progress
Post by: uncfreak2007 on January 25, 2011, 06:02:34 pm
I've tested it on my Nspire Touchpad and it appears to work great the only error I've encountered is that it crashes when I hit ESC. I've also found that is easier to see when the colors are reversed. Would there be any way for it to stay reversed permanently?
Title: Re: nDOOM - Work in progress
Post by: ase1590 on January 28, 2011, 05:47:08 pm
Tried it on the Touchpad, but cant find the Use key.
I tried looking through source, but couldn't find any mention of it being there, unless I overlooked it.

edit:unless this is it, but I cant tell if it is for the touch or the click, unless it's universal.


Code: [Select]
if (isKeyPressed(KEY_NSPIRE_CTRL)) {
event.type= ev_keydown;
event.data1 = ' ';
D_PostEvent(&event);
} else {
event.type= ev_keyup;
event.data1 = ' ';
D_PostEvent(&event);

finally had time to try it, yup that was it, disregard post.
Title: Re: nDOOM - Work in progress
Post by: apcalc on January 28, 2011, 05:53:17 pm
Good news!

I updated my version of this yesterday and I tried it with the clickpad keypad again - and it works fine!  I guess I must have been using an old version or something by mistake! :)
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on January 29, 2011, 06:28:19 pm
Good news!

I updated my version of this yesterday and I tried it with the clickpad keypad again - and it works fine!  I guess I must have been using an old version or something by mistake! :)
That's great to hear! I was beginning to worry there for a bit.

I've tested it on my Nspire Touchpad and it appears to work great the only error I've encountered is that it crashes when I hit ESC. I've also found that is easier to see when the colors are reversed. Would there be any way for it to stay reversed permanently?
Yeah, sorry about that crash on exit. I've been trying to fix it since day one... About the colours, I agree, but I've experimented with a permanently reversed palette and it just looks weird (hard to describe, just looks wrong in some way). Because of that, I'll try improving the palette instead of just leaving it reversed.

Meanwhile, I also have good news! The automap is now fully functional. Like everything else in this game, it's a bit hard to see, but still helpful enough. I'll work on making the player arrow bigger, so its direction is more obvious.
No save support yet, but I've got intriguing news regarding the crash-on-exit (note: may turn out to be nothing)... if I run include the "intmask= TCT_Local_Control_Interrupts(0);" line at the beginning of my code, random pieces of my code that worked before start to crash (the PC register somehow gets reset to 0x0000).
Also, I've run the crash-on-exit through a debugger, and it definitely crashes after all nDoom code has finished execution - meaning some memory critical to the OS (or possibly the exit routine of ndless?) is getting corrupted.
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on January 31, 2011, 01:49:53 pm
Good to hear! :D I'm glad this is progressing still :). I'M not sure if I'll have time to try it due to not knowing how to setup an emu with Ndless 1.7 on it and not having time to spend an hour figuring out how to, but hopefully I'll be able to try new versions eventually. That is certainly gonna be a good POTY contender if finished.

Good luck with the bugs.
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on February 04, 2011, 02:55:08 pm
OK, here's the latest release, and also the last pre-beta version; All that remains to be added are savegames, and we're out of alpha!

There are two main features to this release: One, there's no more crash on exit. You can run it as much as you want, and the calculator doesn't restart or explode or anything... at least so far.

And the second feature is something everyone will celebrate: Improved palette!
(http://img692.imageshack.us/img692/7213/doomcompare2.png)
The difference might look big on the emulator, but on real hardware it's completely incredible! I mean really, a complete transformation, leaping from an image barely visible at the best of times to something that can even be played in a dark room illuminated only by the computer's LCD monitor!

The culprit? Palette data was shifted by one bit.
Yes, really. Turns out, I did all my colour->grayscale conversions accurately, but misread Hackspire and thought palette data was stored in bits 0-3, when in fact it was in 1-4. Essentially, this meant only 8 colours were being used. Fixing this doubled the amount of colours displayed, improving things immensely.

Next feature? Savegames, and improved Clickpad controls. After that, we're out of alpha!

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 (why can't the ON key be mapped?)
Use             |        Ctrl
Map             |         Tab
Contrast        |         +/-

An updated GIF (as well as finally using this new subforum; making new threads etc.) will come along with the beta. Meanwhile, enjoy this release!
Title: Re: nDOOM - Work in progress
Post by: Michael_Lee on February 04, 2011, 02:56:35 pm
Right, I really need to buy an Nspire.

Nice work!
Title: Re: nDOOM - Work in progress
Post by: Silver Shadow on February 04, 2011, 04:08:31 pm
Woohoo! Cheers, I'm glad it now displays correctly, as that was the only reason it was impossible for me to play it on calc.
Title: Re: nDOOM - Work in progress
Post by: Levak on February 04, 2011, 06:33:51 pm
I've noticed that the ClickPad right Key is not mapped correctly (we just can't go to the right)
When we press simultaneously right and Home keys, we fire.

On exit, the keyboard buffer is not empty, thus, all pressed keys have a direct effect on the OS, a bunch of actions without control.

For example, if we pressed "front" "left" "esc" "center" "enter", all those keys will be considered by the OS. Thus, we go up in the folder, we open the upper document (center), and we re-open it (enter). Imagine what I discovered when I exit the game =)
Title: Re: nDOOM - Work in progress
Post by: Ranman on February 04, 2011, 08:56:41 pm
Outstanding work Mrakoplaz!

Seems like you're getting quite a bit of helpful comments and feedback -- awesome.
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on February 05, 2011, 04:19:21 am
Wow that's great! O.O I'm glad you managed to fix the screen issue. I thought it was the contrast at first. It looks so incredibly better now. Good job so far and I hope you continue this project. :D
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on February 05, 2011, 05:25:35 am
Thanks for the feedback, everyone! It really is appreciated.

I've noticed that the ClickPad right Key is not mapped correctly (we just can't go to the right)
When we press simultaneously right and Home keys, we fire.

On exit, the keyboard buffer is not empty, thus, all pressed keys have a direct effect on the OS, a bunch of actions without control.

For example, if we pressed "front" "left" "esc" "center" "enter", all those keys will be considered by the OS. Thus, we go up in the folder, we open the upper document (center), and we re-open it (enter). Imagine what I discovered when I exit the game =)
Thanks for reporting the right key doesn't work - there was a typo in the input code that caused it (and not just any random typo, but a typo which resulted in checking a completely different, but still existent, key!).

I've confirmed that the keyboard buffer doesn't get emptied on my calculator as well, but I'm not quite sure how to start fixing it; Should I be looking at the interrupt handler? Or something in the keypad controller? Other ndless programs don't seem to be experiencing this bug, so it's obviously possible.
Title: Re: nDOOM - Work in progress
Post by: shrear on February 05, 2011, 06:23:06 am
TCT_Local_Control_Interrupts(0) ;
tends to cause keys to be "remembered"
and since I see the clock when loading I take it that you use it.

Hope this helps you since ndoom is really great :) :)
Title: Re: nDOOM - Work in progress
Post by: ase1590 on February 06, 2011, 01:19:10 pm
Just tried it out on my touch-pad. The extra gray-scale colors really makes a difference! Nice job!
Title: Re: nDOOM - Work in progress
Post by: Madskillz on February 06, 2011, 03:32:47 pm
Wow that is awesome, the change to the color palette is immense. Excellent Mrakoplaz
Title: Re: nDOOM - Work in progress
Post by: SirCmpwn on February 06, 2011, 03:46:50 pm
Yeah, enabling interrupts causes it to save keys.  Other Ndless programs just don't enable it :D
You could set up a custom interrupt that does absolutely nothing for the lifetime of the program.
And the right key doesn't work on my clickpad ;.;
Title: Re: nDOOM - Work in progress
Post by: SirCmpwn on February 08, 2011, 04:43:00 pm
It sounds like you solved the problem with the right button, could you upload a fresh version?
Title: Re: nDOOM - Work in progress
Post by: squalyl on February 09, 2011, 10:18:56 am
nspforge now supports program releases.

Just saying, because it might be interesting for anyone ;-)
Title: Re: nDOOM - Work in progress
Post by: robinsousa on February 11, 2011, 03:00:21 pm
In the last post page 9 I click the attachment and it says it wasn't found could you re-upload it?
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on February 12, 2011, 07:31:43 pm
Yeah it would be nice. Any progress lately, by the way?
Title: Re: nDOOM - Work in progress
Post by: critor on February 12, 2011, 10:17:19 pm
In the last post page 9 I click the attachment and it says it wasn't found could you re-upload it?

Get it from TI-Bank:
http://ti.bank.free.fr/index.php?mod=archives&ac=voir&id=2104

(I do confirm it's the latest upload - just rename the file)
Title: Re: nDOOM - Work in progress
Post by: sodium.777 on February 15, 2011, 12:59:25 am
how do i play this on nspire?
do i need ndless.
should i update to the latest os on my nspire CAS for the overclocking?
will overclocking make my battery life shorter?
Title: Re: nDOOM - Work in progress
Post by: JosJuice on February 15, 2011, 01:39:10 am
how do i play this on nspire?
do i need ndless.
Yes, you need Ndless.
Title: Re: nDOOM - Work in progress
Post by: sodium.777 on February 15, 2011, 06:17:11 am
should i update to the newest os then install ndlesss?
how will i uninstall ndless when i need to upgrade my calc?
Title: Re: nDOOM - Work in progress
Post by: Lionel Debroux on February 15, 2011, 06:30:11 am
Quote
should i update to the latest os on my nspire CAS for the overclocking?
No, you can use Nover.
Quote
will overclocking make my battery life shorter?
Yes.
Quote
should i update to the newest os then install ndlesss?
No need to update to 2.1.0.631, 2.0.1.60 is fine :)
Quote
how will i uninstall ndless when i need to upgrade my calc?
Ndless does not stay across reboots, so you don't need to explicitly uninstall it.
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on February 15, 2011, 10:04:25 am
Sorry for not replying much, I've been busy.

I did, however, in a moment of spare time, manage to implement save game support, and I'll be putting the release up shortly - as well as finally taking advantage of having a whole subforum to myself!

EDIT: Also, the game runs just fine on non-overclocked calculators; The screenshots are taken at a low FPS to keep the file size acceptable, but on a real calculator it runs just great. Of course, nobody's stopping you from overclocking anyways...
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on February 16, 2011, 07:52:09 pm
Just a few things:

-The beta doesn't run on OS 1.7. It seems your game looks for some game files in the Nspire root directory, but on OS 1.7 you can't load files there.
-Did you put a framerate limit such as 15 frames per second? It might be a good idea if you didn't (I can't check yet) because otherwise, at 30-60 FPS, TI-Nspire games look like this:

(http://i-lost-the-ga.me/marioblur.gif)

(For odd reasons, the TI-Nspire in 84+ mode doesn't blur this much, though)

Regardless, great work! I hope to be able to get the game to work soon, and I hope you eventually have more free time.

EDIT: Got it to work and I must say I am impressed. The only problem is that the game freezes randomly out of nowhere after playing for one minute. Is there some sort of memory leak?
Title: Re: nDOOM - Work in progress
Post by: sodium.777 on February 16, 2011, 11:45:50 pm
can i play this on 2.0.1 os ti nspire cas with ndless instaled?
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on February 17, 2011, 12:23:47 am
It should work. I only tried on a regular TI-Nspire Clickpad, though. However it doesn't seem very stable. For me it freezes after 30 seconds. There must be a memory leak or something.
Title: Re: nDOOM - Work in progress
Post by: sodium.777 on February 17, 2011, 06:43:09 am
does ndless work on 2.0.1?
Title: Re: nDOOM - Work in progress
Post by: Lionel Debroux on February 17, 2011, 07:10:28 am
Yes, Ndless works on 2.0.1.60.
Title: Re: nDOOM - Work in progress
Post by: sodium.777 on February 18, 2011, 05:27:43 am
so all i do is install ndless then install ndoom for a good time? :)
Title: Re: nDOOM - Work in progress
Post by: Lionel Debroux on February 18, 2011, 05:42:29 am
Normally, yes.
Title: Re: nDOOM - Work in progress
Post by: fb39ca4 on February 18, 2011, 08:57:28 am
Could an ndless program be written to copy the files to the root directory on os 1.7?
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on February 18, 2011, 09:20:50 pm
That would be nice if it was possible.  Maybe you could ask in the Ndless board?
Title: Re: nDOOM - Work in progress
Post by: Netham45 on February 19, 2011, 08:31:37 pm
Bug report:
idkfa and iddqd don't work!

But, in all seriousness, this is amazing.
/me applauds.

You can also hold ctrl when you hit enter to get past the restarting on exit bug.

Edit: Forgot to post the real bug report I wanted to:
The 'waterfall' splash screen is incredibly slow for me(3-4 seconds before screen update), but once it's in-game, it's fine.
Edit 2: Same laggyness going to an end-of-level animation.
Edit 3: I got a hard freeze about 30 seconds in on a Doom 2 wad.
Title: Re: nDOOM - Work in progress
Post by: sodium.777 on February 19, 2011, 09:42:29 pm
blah i just installed ndless 1.7 on my cas 2.0.1 and it it just started looping at the startup. ive deleted the os. what do i do now? my link software was 1.7

HOW DO I GET THIS BLOODY GAME WORKING???!!!  :banghead: :banghead: :banghead: :banghead: :banghead: :banghead:
Title: Re: nDOOM - Work in progress
Post by: apcalc on February 19, 2011, 09:45:33 pm
What keypad are you using?

If the clickpad:  Hold down Home+Enter+P until a menu shows up, delete the OS, and resend it
If the touchpad:  Hold down doc+ee+enter until a menu shows up, delete the OS, and resend it


For reference, you cannot install Ndless 1.7 on OS 2.0.1.  You need Ndless 2.0 (which is unreleased an only available to developers).
Title: Re: nDOOM - Work in progress
Post by: willrandship on February 19, 2011, 09:46:16 pm
Reinstall the OS, ndless is an OS mod, so no worries. Choose 2.0 or 2.1 if it's a touch, otherwise it doesn't matter unless you've installed 2.1, in which case you need nleash to get below 1.7
Title: Re: nDOOM - Work in progress
Post by: sodium.777 on February 19, 2011, 09:52:11 pm
i have the one with a round circle wheel thing. its a cas
do i need to install 1.7 first thern 2.0 since i deleted my OS?
Title: Re: nDOOM - Work in progress
Post by: apcalc on February 19, 2011, 09:54:01 pm
Nope, you can install any OS.
Title: Re: nDOOM - Work in progress
Post by: sodium.777 on February 19, 2011, 10:42:25 pm
i give up.\
i just formatted the calc, installed ndless 1.7
now i cant move doom files to the thing.
first when i try to move the ndoom file (you can only have one level blahblahblah)
when i put the mserperately all in docs folder (ndoom.tns has to be in it's own folder!)
when i try and copy sources (not supoorted we wont let you copy lolololol)
when i pasted ndoom.tns into nspire_wad folder and clickit, it just reboots randomly.
WTF?
:handbang:
Title: Re: nDOOM - Work in progress
Post by: sodium.777 on February 19, 2011, 10:42:59 pm
my link software is 1.3 btw
Title: Re: nDOOM - Work in progress
Post by: Netham45 on February 19, 2011, 10:43:29 pm
i give up.\
i just formatted the calc, installed ndless 1.7
now i cant move doom files to the thing.
first when i try to move the ndoom file (you can only have one level blahblahblah)
when i put the mserperately all in docs folder (ndoom.tns has to be in it's own folder!)
when i try and copy sources (not supoorted we wont let you copy lolololol)
when i pasted ndoom.tns into nspire_wad folder and clickit, it just reboots randomly.
WTF?
:handbang:

You need to be running ndless 2.0, which isn't released yet. You have to build it from source currently.
Title: Re: nDOOM - Work in progress
Post by: PeonHero on February 19, 2011, 10:49:23 pm
H
i give up.\
i just formatted the calc, installed ndless 1.7
now i cant move doom files to the thing.
first when i try to move the ndoom file (you can only have one level blahblahblah)
when i put the mserperately all in docs folder (ndoom.tns has to be in it's own folder!)
when i try and copy sources (not supoorted we wont let you copy lolololol)
when i pasted ndoom.tns into nspire_wad folder and clickit, it just reboots randomly.
WTF?
:handbang:

You need to be running ndless 2.0, which isn't released yet. You have to build it from source currently.

How were you able to do this when it isn't even released yet????!
Title: Re: nDOOM - Work in progress
Post by: sodium.777 on February 19, 2011, 10:50:03 pm
i reformatted and installed os 1.7
Title: Re: nDOOM - Work in progress
Post by: Netham45 on February 19, 2011, 10:51:45 pm
2.0's opensource. Binaries just havn't been released.

Check this:
http://ourl.ca/8160
Title: Re: nDOOM - Work in progress
Post by: PeonHero on February 19, 2011, 10:54:50 pm
Oh, so it's not released publicly, but it is released, for developers only
Title: Re: nDOOM - Work in progress
Post by: Ashbad on February 20, 2011, 10:28:34 am
Great job getting this featured on game informer!  just watch out, I'm sure there will be tons of new members asking questions here ^-^

anyways, I wish I had an Nspire to try this out on, sucks that I don't' x.x

EDIT: Also Sodium.13 please don't double post
Title: Re: nDOOM - Work in progress
Post by: Deep Toaster on February 20, 2011, 10:29:43 am
Great job getting this featured on game informer!  just watch out, I'm sure there will be tons of new members asking questions here ^-^

anyways, I wish I had an Nspire to try this out on, sucks that I don't' x.x

nspire_emu rocks.

I used to play games for their own sake on it XD
Title: Re: nDOOM - Work in progress
Post by: Mrakoplaz on February 20, 2011, 01:05:25 pm
Edit: Forgot to post the real bug report I wanted to:
The 'waterfall' splash screen is incredibly slow for me(3-4 seconds before screen update), but once it's in-game, it's fine.
Edit 2: Same laggyness going to an end-of-level animation.
Edit 3: I got a hard freeze about 30 seconds in on a Doom 2 wad.

Hmm, what OS are you on? CAS/normal, Clickpad/Touchpad?

I must say, I really am surprised at all these bug reports. On my calculator (Touchpad CAS 2.0.1), and my classmates' (same, but 2.1), it seems to work perfectly, and has for a week now (I did lengthy testing on purpose so that there'd be no bugs...). I do wonder what's causing it.
Title: Re: nDOOM - Work in progress
Post by: Netham45 on February 20, 2011, 06:59:05 pm
Hmm, what OS are you on? CAS/normal, Clickpad/Touchpad?

I must say, I really am surprised at all these bug reports. On my calculator (Touchpad CAS 2.0.1), and my classmates' (same, but 2.1), it seems to work perfectly, and has for a week now (I did lengthy testing on purpose so that there'd be no bugs...). I do wonder what's causing it.

I have a non-cas running 2.0.1.60. It's an older one, I believe it came with OS 1.4

The crash was also with the offical id doom2 wad, not with the doom1 wad you bundled.
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on February 20, 2011, 07:33:20 pm
Mraklopaz, there might be hardware differences maybe. ON newer regular TI-Nspires, when Ndless was installed on OS 1.1, the screen wouldn't turn ON until you reboot the calc. (required pulling a battery or trying to run a reboot program everytime). I hope that's not why, though.

Btw congrats on the feature everywhere.

On an unrelated note I found this pic funny on one of the comments ;D

(http://cache.gawker.com/assets/images/comment/9/2011/02/eb42d7da967cf0930c75e85ee73c4183/340x.jpg)

Found at http://ca.kotaku.com/5765178/heres-doom-+-running-on-a-graphing-calculator
Title: Re: nDOOM - Work in progress
Post by: sodium.777 on February 23, 2011, 06:06:32 am
lolz crysis :P
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on February 24, 2011, 08:46:52 pm
Indeed. In 15 years, we never know, though. :P
Title: Re: nDOOM - Work in progress
Post by: Crozone on March 20, 2011, 05:14:46 am
the sad thing is, knowing TI, their calculators in 15 years time will be able to run crysis but still have the crappiest black and white screens ever invented.
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on April 04, 2011, 04:01:30 pm
Nah now they got color calcs coming out soon. However I bet when they make calcs that can run Crysis they'll cost $400 while Casio's calcs costs $100 :P

Btw welcome on the forums. :)
Title: Re: nDOOM - Work in progress
Post by: fb39ca4 on April 08, 2011, 11:21:16 am
I remember a video of halo or something running on a casio calc...
Title: Re: nDOOM - Work in progress
Post by: Freyaday on April 08, 2011, 11:31:37 am
Now, why are we porting Crysis, is it for the gameplay or the graphics?
Title: Re: nDOOM - Work in progress
Post by: Hot_Dog on April 08, 2011, 11:32:33 am
Lol, an alienware gaming calculator
Title: Re: nDOOM - Work in progress
Post by: JosJuice on April 08, 2011, 11:32:34 am
I remember a video of halo or something running on a casio calc...
It was fake. :P
Title: Re: nDOOM - Work in progress
Post by: Freyaday on April 08, 2011, 11:34:09 am
Photoshop works on video now? When did this happen? :P
Title: Re: nDOOM - Work in progress
Post by: jnesselr on April 08, 2011, 03:22:12 pm
Photoshop works on video now? When did this happen? :P
The last version I checked, you could edit the frames in a video.  Don't know how much this has changed, though, and that was CS4 or something.
Title: Re: nDOOM - Work in progress
Post by: mikehill2003 on April 13, 2011, 11:51:06 am
I am not going to use OS2.x just for root access; OS 1.7 and ndless 1.7 are my preference since 2.0 is not far out yet and crashes all my ARM stuff. The game gives me a "F**K!" error regardless of where the launcher and WAD are anyway.
What the hell? No one told you to use OS2. This is way off topic.
Ndless 2 and nDoom on OS2.0.1 work fine. Are you storing your files in /My Documents/ndless ?
Title: Re: nDOOM - Work in progress
Post by: GB on April 21, 2011, 05:30:31 pm
That's funny. I had to UPGRADE to 2.0 in order to run nDoom. That was the only reason why I did.
Title: Re: nDOOM - Work in progress
Post by: DJ Omnimaga on April 21, 2011, 07:25:26 pm
Now to think about the possibility that this never might come to OS 3.0 (if TI blocked Ndless x.x)...
Title: Re: nDOOM - Work in progress
Post by: renatose on May 23, 2011, 09:46:07 pm
Now to think about the possibility that this never might come to OS 3.0 (if TI blocked Ndless x.x)...

Nooooooo!!!!!! TI wouldn't do it to us, let's hope they are not that mean! :p
Title: Re: nDOOM - Work in progress
Post by: ruler501 on May 23, 2011, 10:04:23 pm
There is a chance Ndless will be possible through Lua. Let us hope