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Offline rwill

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Re: SDL ports for Nspire
« Reply #30 on: June 01, 2015, 03:38:24 pm »
Did someone say SDL ports ?

Offline Ivoah

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Re: SDL ports for Nspire
« Reply #31 on: June 01, 2015, 03:45:18 pm »
Did someone say SDL ports ?

What game is that?
http://codinghobbit.no-ip.org
My Calcs:
TI-86 (now broken) $2
TI SR-56 - $0
TI-Nspire CX CAS - $152
TI-84+ Silver Edition - $56
TI-84+ Silver Edition - $0
TI-85 - $0
TI-73 Explorer VS - $10
ViewScreen - $3

Offline rwill

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Re: SDL ports for Nspire
« Reply #32 on: June 01, 2015, 03:51:16 pm »
What game is that?

It is Monkey Island, released in 1990. Thanks for making me feel old.

Offline gameblabla

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Re: SDL ports for Nspire
« Reply #33 on: June 01, 2015, 06:07:46 pm »
Did someone say SDL ports ?
Hmm, it seems like you're trying to port ScummVM...
It's true that i forgot to port that one.
If that's what you're trying to do, good luck.

I'll try to port it too.

Offline Ivoah

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Re: SDL ports for Nspire
« Reply #34 on: June 01, 2015, 07:39:56 pm »
Would it be possible to port MAME? It should be able to run at least some arcade cabinets, pac-man was only a z80 running at 3.072 MHz
http://codinghobbit.no-ip.org
My Calcs:
TI-86 (now broken) $2
TI SR-56 - $0
TI-Nspire CX CAS - $152
TI-84+ Silver Edition - $56
TI-84+ Silver Edition - $0
TI-85 - $0
TI-73 Explorer VS - $10
ViewScreen - $3

Offline gameblabla

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Re: SDL ports for Nspire
« Reply #35 on: July 01, 2015, 05:08:46 pm »
Hello, it's been a while.
Every attempt has been a failure, including ScummVM.
I tried to port Griel's Quest as well but it seems like nSDL is not 100% compatible with SDL...

PokeMini
JustBurn has updated his emulator to version 0.6.
You can now display the current framerate on screen, it is a little faster too,
and configuration files are provided now. (So no need to reconfigure PokeMini)
You can download it here, first post. (see attached files)

I'll port the last two Sqrxz games and their Fruity game, if it gets finished.
After that, i think i'll be done with Ti Nspire for a while.

Would it be possible to port MAME? It should be able to run at least some arcade cabinets, pac-man was only a z80 running at 3.072 MHz
I attempted it but it was too difficult. If anyone else wants to give it a try...
(SPOILER: IT'S NEVER GOING TO HAPPEN)
« Last Edit: July 01, 2015, 07:11:05 pm by gameblabla »

Offline gameblabla

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Re: SDL ports for Nspire
« Reply #36 on: July 06, 2015, 04:52:52 pm »
Bump, sry for the double post.
I have ported another game, this time a Ludum Dare game.

Lolicopocalypse

It's called Lolicopocalypse and it was made by quasist.
And that's all i have to say about it.
I won't spoil you any further,
JUST PLAY THE GAME YOURSELF GODDAMNIT !

Also, might be NSFW, forbidden to puritans. (It's implicit, not explicit)

Game is attached to this post

joy

Offline gameblabla

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Re: SDL ports for Nspire
« Reply #37 on: July 09, 2015, 09:09:44 pm »
Bump, sorry i'm all alone.
At this rate, i might get banned.

Anyways, i have ported a Vectrex emulator.

Vecx

It runs pretty well, if you overclock your nspire and most games are compatible.
The only problem is that due to the low resolution of the Ti Nspire and the Vectrex being based on vectors, it looks crap.
Overlays are supported, see readme for more details.

As usual, you can download it below in the attachments.
« Last Edit: June 27, 2016, 10:51:29 am by gameblabla »

Offline Ivoah

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Re: SDL ports for Nspire
« Reply #38 on: July 09, 2015, 09:22:24 pm »
Bump, sorry i'm all alone.
At this rate, i might get banned.

Bumps are fine if they're more than 24 hours apart and are constructive/have content.
http://codinghobbit.no-ip.org
My Calcs:
TI-86 (now broken) $2
TI SR-56 - $0
TI-Nspire CX CAS - $152
TI-84+ Silver Edition - $56
TI-84+ Silver Edition - $0
TI-85 - $0
TI-73 Explorer VS - $10
ViewScreen - $3

Offline gameblabla

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Re: SDL ports for Nspire
« Reply #39 on: July 13, 2015, 01:53:59 pm »
Hoy,
today, i have two games for ya.

Sqrxz1 (Remake)

I have ported Sqrxz1 for TI Nspire.
The only problem is that due to bugs and technical problems, the highscore screen is not available.
You can download it at http://sqrxz.de

Falling Time

Falling Time is a cool game made by Cong Xu and Nebuleon originally only available for GCW Zero.
It's based on FallDown but it has a higher empathis on speed and scoring.
If you can overclock your ti nspire, do it.
You can download it in the attachments below.
« Last Edit: July 15, 2015, 11:59:00 am by gameblabla »

Offline TIfanx1999

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Re: SDL ports for Nspire
« Reply #40 on: July 14, 2015, 09:32:25 pm »
If ScummVM got ported that would be pretty awesome. ;D Regardless, nice work on what has been ported already. :thumbsup:

Offline gameblabla

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Re: SDL ports for Nspire
« Reply #41 on: July 15, 2015, 12:49:20 am »
Today, i have ported another game.

Tail-Tale

It's puzzle game similar to Tetris Attack on SNES.

To hold a block, press CTRL, SHIFT or DEL.
While holding a block, you can move it.
When you're happy, release it.
Align 4 or more blocks of the same color to clear them !

You can download it either on my website or at tiplanet.
(The game is too big to be attached, 1.1MB)

If ScummVM got ported that would be pretty awesome. ;D Regardless, nice work on what has been ported already. :thumbsup:
Thanks, i tried to port ScummVM but i failed and i don't think i'll try again, especially since rwill is working on it.
(Unless of course he lied and the screenshot was a mock-up. Stupid boy...)

Offline rwill

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Re: SDL ports for Nspire
« Reply #42 on: July 16, 2015, 04:40:47 pm »
Regarding ScummVM, its running and is now only using nSDL for graphical output, everything else is bolted to the Nspire hardware ( ok, its only timing, null sound and input ). Now this state was already done when I made the post in question, then "real life" got in the way.

So graphics still need to be replaced with something Nspire native as nSDL is "not so good". There also needs to be a valid key mapping from Nspire -> ScummVM games so games can actually be played and finished. ScummVM supports a lot of games and it appears there is no list of keys which are a required baseline to match them all. In addition I also do not have all games supported by ScummVM available to test.

It would be kind of a bad style to do a release and then have someone come up and say "It wants you to press this key but this key is not available on the NSpire ?". This would be a really significant sign of a rushed release, something that plagues certain PC game releases also ( real game breaking bugs ) and I rather go slow and mostly correct than go "Hey it shows the Intro and Menus, I am done".

Offline TIfanx1999

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Re: SDL ports for Nspire
« Reply #43 on: July 16, 2015, 04:56:16 pm »
Very true, take your time. I'm glad to hear that you're still working on it though. :)

Offline gameblabla

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Re: SDL ports for Nspire
« Reply #44 on: July 30, 2015, 02:11:59 am »
Boy, how time flies !
I think most people forgot i ported Cave Story to Nspire and i almost forgot it too.
Anyways, didn't do much except for this...

Opentitus

OpenTitus is an open source reimplementation of Titus the fox, a game originally made by Titus in 1992
and is in fact, a rebranded version of a game called Moktar, made by Titus as well.

You need to own a copy of "Titus the fox" or "Moktar" (the MS-DOS port) in order to play it.
You can download the open-source reimplementation in the attachments.

I obviously can't direct link it and if you can't find it, i highly encourage you to pirate yourself and google it !
(if you end up in prison because of titus the fox, i'm not responsible)

I forgot to mention : it runs really well !
It runs fullspeed without any need for overclocking or some crap like that.

Quote
Regarding ScummVM, its running and is now only using nSDL for graphical output, everything else is bolted to the Nspire hardware ( ok, its only timing, null sound and input ). Now this state was already done when I made the post in question, then "real life" got in the way...
That input issue sounds no good !
Might be a good idea to release at least the sauce on gitlab or github.
I mean, i've seen so many people saying that and then 5 years later, they have not released anything.

Update 08/07/15: Updated the controls, more instructions in readme.
« Last Edit: August 07, 2015, 02:05:29 am by gameblabla »