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Messages - Eeems

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1
TI Z80 / Re: Caboose: Automatically Append "Ans" to Applicable Entries
« on: January 04, 2021, 11:39:57 am »
That's pretty cool!

2
Hmm, should we add a link to the tools menu?

3
News / Re: Happy Holidays Omnimaga
« on: December 25, 2020, 11:48:16 am »
Merry Christmas all!

4
TI Calculators / Re: I ported my TI83+ asm Castlevania game to PC!
« on: December 18, 2020, 01:15:00 pm »
Monochrome:

5
News / Ads
« on: December 01, 2020, 03:31:33 pm »
We've added a small banner ad at the bottom of the page for all guests. Signed in members won't get the ads. This is being done primarily as an experiment to see how much could be earned with advertising due to the non-member traffic we get. This is not being done due to any need for extra money to continue running the servers. Several admins are in stable financial situations, and plan to keep on paying for server hosting fees indefinitely.

6
TI Calculators / Re: I ported my TI83+ asm Castlevania game to PC!
« on: November 30, 2020, 09:59:03 am »
@dancingmad Did you happen to get inspiration from https://www.cemetech.net/forum/viewtopic.php?t=16818 at all?

7
Thanks guys!

Update - v0.0.95
Planned to make this the full combat beta, but some security enhancements to the server and the whole setup make it necessary to release a client and bridge update before then.


NEW FEATURE - Client-Side Server List
As of right now, the server to connect to (through the bridge) is no longer controlled by the bridge's config file... it's controlled by the calculator itself.

Slot 1 is set by default and cannot be edited. Slots 2-10 are blank and can be edited (so that the game can connect to other hosted instances of the server).

The client adds 2 new packets, CONNECT and DISCONNECT.
Connect: Instructs the bridge to open a tcp socket to the server or host name following the control code in the serial packet.
Disconnect: Instructs the bridge to close the current socket.
* So long as the calculator does not unplug or disconnect from the bridge, you can connect/disconnect/reconnect without needing to restart the bridge. *
* Special thanks to commandblockguy for implementing this change. *

NEW FEATURE - On-Calc Mini-Log
The calculator has a 4-line mini-log, with each log-line buffered to 50 characters. This log can display errors, info, debug messages, and server broadcasts. The widget has variable height based on how many of the 4 lines it needs to display, and also remains on the screen for a configurable time. Default is 100 ticks. Any time a new message is written to the log, the clock resets.

And here is the new Settings interface to change the log timeout:

That's pretty cool :) Security is important, I'm glad you're thinking it through now.

NEW FEATURE - Server Supports SSL
This may have been posted in this thread earlier, but the server is written with an optional SSL context. This can be enabled in the server config. The actual handling of certificates and renewal is not something the server does, so anyone hosting an SSL instance will need to handle ensuring their SSL config is up to date. The SSL path is also configurable, it just needs to be readable by whatever user is running this service.
*As of right now, the bridge does not support SSL, so any SSL servers will be unable to be connected to.*
Will there be a way to reload the certificate without restarting the service?

NEW FEATURE - Verification-Based Authentication
As an attempt to dissuade connections to this service that are not from the calculator, such as random port probes or script kiddies, the server now implements a code-based verification system. When a user registers an account, an 8-digit code is generated and written to the user's account file, as well as sent to the calculator for display. You will be required to log into the web deck and input your verification code before you will be able to log in to the game server. This will allow us to filter unsolicited connections, as well as remove any anomalous user accounts created.
I'm assuming there is a way to recover this as well in the back-end if the user forgets it?

8
General Calculator Help / Re: TI-84p cannot recieve apps
« on: November 13, 2020, 03:50:30 pm »
the problem is fixed :D
What did you have to do to fix it?

9
News / Re: Castlevania: Prelude of Chaos ported to PC
« on: November 09, 2020, 04:53:33 pm »
Huh, I bet we could use a calculator as a keyboard for this.
This is the kind of meta we didn't know we needed.

10
News / Castlevania: Prelude of Chaos ported to PC
« on: November 09, 2020, 01:39:12 pm »


If you haven't seen it yet, Castlevania: Prelude of Chaos was ported to the PC. This game was originally for the 82, 83, and 83+ series of calculators, as seen on ticalc. The port is an interesting technological feat, where an interpreter was written to handle system calls, keyboard, and controller input. The port also includes a new original soundtrack.

You can find the game on itch.io

11
TI Calculators / Re: I ported my TI83+ asm Castlevania game to PC!
« on: October 28, 2020, 12:33:42 pm »
I wanted to write an article but honestly I'm kinda lazy about it... Maybe for the next lockdown haha.
I'd be happy to read it when/if you get around to writing it :)

12
TI Calculators / Re: I ported my TI83+ asm Castlevania game to PC!
« on: October 28, 2020, 10:52:44 am »
It would be very interesting to see a write-up of how you went about "porting" the game. It could be useful for helping others also "port" their games.

What did you use to create the soundtracks?

13
News / Re: Turn your Nspire into a real clock!
« on: October 22, 2020, 10:19:56 am »
It crashes on start up on TI-nspire CX II CAS, the ndless dev says nClock needs to be updated.
This thread is over 4 years old at this point. I'd suggest reaching out to the nClock author (@tangrs) instead of posting on a news article that they likely aren't looking at. 

14
ASM / Re: investigating port $2F
« on: October 02, 2020, 12:48:25 pm »
65535, 30583, 65535, 65535
Those numbers suck, because they contradict the ones you got earlier =[
I mean, they are the numbers you're supposed to get if you got four 21845 on P2FTEST, but definitely not if you got four 0 from it.
Could you please (re-)run P2FTEST1 just in case ?
It now includes a check that kicks you if port $2A is unusual, which actually could have been the case if ALCDFIX was installed when you tested P2FTEST, and if you performed a RAM clear before testing EEEMS1.
I reran P2FTEST1 and I'm now getting 21845, 21845, 21845, 21845. I did have a ram clear happen that I forgot about. After launching DCS7 and then running it again I'm getting 0, 0, 0, 0 in both P2FTEST1 and EEEMS3.

EEEMS2 now returns 32767, 255, 7, 0

15
ASM / Re: investigating port $2F
« on: October 02, 2020, 11:43:57 am »
65535, 65535, 65535, 65535
Thanks.
Those numbers mean that your port $02 uses exactly 1 more clock cycle for its delays, which sounds weird, but isn't impossible.
EEEMS3.8xp should confirm it anyway (basically my original program but with +1 cycle on all 64 checks).
65535, 30583, 65535, 65535

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