Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI-Nspire => Topic started by: RedHat on November 06, 2013, 05:56:48 pm

Title: Super Hexaspire Alpha!
Post by: RedHat on November 06, 2013, 05:56:48 pm
I am proud to present SUPER HEXASPIRE! A super hexagon clone for TI NSPIRE CX!

How this started:
I saw a couple of my friends pick up these new fancy smansy calculators in my school, so I dropped 100 USD out of my pocket to get one for myself. As a programmer, I first thought, what can I make this do...

Pictures here:
(http://i.imgur.com/Aypd4Xi.png)(http://i.imgur.com/3la9f62.png)

Download:
0.6.6.11: http://www.mediafire.com/download/6cp1q27hw6mcs6e/SuperHex0.6.6.11.zip (http://www.mediafire.com/download/6cp1q27hw6mcs6e/SuperHex0.6.6.11.zip) -- Warning: Past 60 seconds you are teleported to a placeholder level!
0.6.5.10b:http://www.mediafire.com/download/elz121w246d9s90/SuperHex0.6.5.10b.zip (http://www.mediafire.com/download/elz121w246d9s90/SuperHex0.6.5.10b.zip)
0.6.5.10: http://www.mediafire.com/download/7by7e7v46ng0t4v/SuperHex0.6.5.10.zip (http://www.mediafire.com/download/7by7e7v46ng0t4v/SuperHex0.6.5.10.zip)
The (almost) original: http://www.mediafire.com/download/2q6q8ucan5pgw6t/SuperHex0.6.0.10.zip (http://www.mediafire.com/download/2q6q8ucan5pgw6t/SuperHex0.6.0.10.zip)
Oh, and fore.tga.tns goes in your root of the browsable filesystem



Changelog:
MAJOR . MINOR . BUGFIX (reset after every major/minor version) . AMOUNT OF PATTERNS

Current version:
Version 0.6.6.11
Changed level backgrounds
Added Variable thickness walls
Removed a gap that appeared in between patterns
Added a pattern, but the pattern is not yet implimented.
Various bugfixes and optimizations.

Spoiler For Spoiler:
Previous Versions:
Version 0.6.5.10b
Fixed a calculator breaking bug that got the game stuck in an infinite loop

Version 0.6.5.10
Added a better death screen.
Added level select.
Added level up notifications.
Added in game time counter.
Added a test level
Changed the pulse and speed of the "Hard" level
Fixed a word layout
Code optimizations.
Included a file hinting to level creation

Version 0.6.0.10 -- first release!
Added the game engine and first level
Added a few test patterns

Q and A
Spoiler For Spoiler:
What is it?
Super hexagon, silly! (http://superhexagon.com/ (http://superhexagon.com/)) Ill edit in some screenshots soon, just want to post this to see if I should continue the project or not. To all who still have ndless should test the first level and drop a reply.

Will you continue this?
Heck yea I will! -decided by the nice community.

Only level one works?
More to come very, very soon.

Can I help?
Soon, very, very soon!

What buttons do I use on this fancy contraption of yours?
1 and 3 = counterclockwise and clockwise
q = quit
r = restart

I gots you a bug! What should I do?
What were you doing? Ill fix it if I can.

What ndless version do I need?
You are going to need r903. Make sure you update before running the program!

It says I ran out of memory. What should I do?
That, my friend, is a bug I need to fix. Just abort and reset your calc, the RAM will be usable again!

Can I make a level?
Yes, you can! Unlike open hexagon where you can just edit a lua file and it works, the levels in my program need to be compiled into the actual program. If we can get past this minor downfall, it is really, really easy to make levels.
Ill post a bit on this in the future!

Planned features:
Spoiler For Spoiler:
Spinning levels (DONE)
Working core (DONE)
Easy level coding (DONE)
Variable level sides (DONE)
Variable thickness walls (DONE)
Auto upgrade into HYPER MODES (planned for 0.8 PS: ALMOST DONE)
Fixed memory leaks (planned for 0.7)
Enable the ability of USER MADE LEVELS (planned for 0.7)
Skewing of levels to get a more "3D" look to it (planned for 0.9)
Fancy graphics, but this might not happen (planned for 1.0)

Side/unplanned things or help from community:
Make a README.txt file with some legal stuff
Music?
Make sure ndless stays wide open  :banghead:

Community Section!

Add a on calculator level editor.
Add music, please!
(There is nothing much here)

This is an ALPHA! Use at your own risk! (I am 99% sure this will not break your calculator)
Title: Re: Super Hexaspire Alpha!
Post by: DJ Omnimaga on November 06, 2013, 09:24:49 pm
There are now two Nspire game developers?? O.O

Awesome to see a new Nspire project and this one in particular seems pretty great.  :) Does it require a specific Ndless version (eg build number r666)?

Also welcome to the forums. I hope you enjoy your stay. :)
Title: Re: Super Hexaspire Alpha!
Post by: pimathbrainiac on November 06, 2013, 09:34:56 pm
Hey. Good to see a new face around here. Go ahead and introduce yourself over here: http://www.omnimaga.org/index.php?board=10.0

I wish I had an nspire
Title: Re: Super Hexaspire Alpha!
Post by: DJ Omnimaga on November 06, 2013, 10:07:21 pm
I can't seem to run the game. I gave Ndless installed in Nspire emu and all I get is that the document format is not supported D:
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 06, 2013, 10:09:14 pm
I used the 903 release to build the project. It requires SDL (and nSDL), so I think that it would only be compatible to that version. Ill go introduce myself, let's see how it goes!
Edit for DJ: Are you using a CX? It's for the color version  :-\
Edit 2: Lemmie fix that title to make it clear, I'll add CX up there.
Title: Re: Super Hexaspire Alpha!
Post by: Scipi on November 06, 2013, 10:25:32 pm
I love SuperHexagon :D

Question, though. Would it be feasible for you to add functionality like that in OpenHexagon, such as custom levels?

https://github.com/SuperV1234/SSVOpenHexagon (https://github.com/SuperV1234/SSVOpenHexagon)
Title: Re: Super Hexaspire Alpha!
Post by: DJ Omnimaga on November 06, 2013, 10:33:37 pm
I used the 903 release to build the project. It requires SDL (and nSDL), so I think that it would only be compatible to that version. Ill go introduce myself, let's see how it goes!
Edit for DJ: Are you using a CX? It's for the color version  :-\
Edit 2: Lemmie fix that title to make it clear, I'll add CX up there.
Yeah I was using a CX ROM actually. I had fore.tga.tns and SuperHexaspire in My Documents and had no luck running it. D:

(http://img.ourl.ca//hexaspire.png)
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 06, 2013, 10:59:55 pm
Hmmm, try cutting and pasting SuperHexaspire.tns into the ndless folder (Not the picture!), then check back, I'll be on it soon if it's already broken  :banghead: And thanks for the response!

Like such, and you should get this:

(http://i.imgur.com/6djlq86.png)(http://i.imgur.com/ai1lOTU.png)

Noticed something important! Try using other keypads, that might help!
Title: Re: Super Hexaspire Alpha!
Post by: DJ Omnimaga on November 06, 2013, 11:04:17 pm
Nope, I still have the same issue. Could it be due to missing dependencies? I see you have some files such as particles, cell and cell.bmp, which were not included in the zip file.

On a side note I love the graphics in the screenshots. :)
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 06, 2013, 11:09:35 pm
hmm, no, those were actually some test files I had open earlier for a project for school. Perhaps they were combined or something, I can recompile it for you, but the thing is it also works on my NSpire CX too. Think, think, think RedHat, think! You using r903 for ndless? And OS 3.1.0.392?

Hardware confirms, weird weird, WEIRD!
(http://i.imgur.com/E6pApmX.jpg)
Test: try this, no idea if it will work. http://www.mediafire.com/download/kyfc4hcsddgkd1y/SuperHex.zip (http://www.mediafire.com/download/kyfc4hcsddgkd1y/SuperHex.zip)
Title: Re: Super Hexaspire Alpha!
Post by: DJ Omnimaga on November 06, 2013, 11:26:57 pm
I think I'M a few Ndless versions behind actually (I have one from around January 2012). I got that nspire_emu install from one of Brandon's "secret" folders because I could never understand how to get nspire_emu to work. D: I guess later when I charged my Nspire I'll update its Ndless version. One reason why I rarely use my Nspire is because every new Ndless game requires the latest Ndless build, but installing Ndless requires that your battery is at 100%, else Nspire Student Software won't let you send the fake OS file, and recharging the Nspire CX takes like 10 hours. (It keeps discharging itself when not in use too, which makes things even worse)
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 06, 2013, 11:32:06 pm
Have you tried charging from the boot 1 loader (esc minus menu, I think, then go to manual then battery test then unplug charger and put it back in)? That makes charging only 3 hours! Anyway, yes, you need the 2013 version for nSDL to work. That is the graphics library I used to make the program. Thanks for testing it, though, I appreciate your help!
Title: Re: Super Hexaspire Alpha!
Post by: DJ Omnimaga on November 06, 2013, 11:34:03 pm
Ok I might try that, although I hope there's no risk of bricking my calc right? (If I accidentally select the wrong option after quitting)
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 06, 2013, 11:36:39 pm
No, after you press and hold ESC, MENU, and MINUS you should just be able to reset and go on your marry way!
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 07, 2013, 12:09:34 am
I love SuperHexagon :D

Question, though. Would it be feasible for you to add functionality like that in OpenHexagon, such as custom levels?

https://github.com/SuperV1234/SSVOpenHexagon (https://github.com/SuperV1234/SSVOpenHexagon)

Custom levels! Yes. However, sadly, I have no idea how to call from files specific functions. But wait! I have a work around. The way the program is made is to be HIGHLY editable! All I have to do is send out how to make levels, patterns, colors, and amounts of sides for a level to you, then you send me your file back, I add it and compile for a master program with all the user created levels! So yes, your name CAN be in the credits if you make a level and patterns!
Title: Re: Super Hexaspire Alpha!
Post by: Matrefeytontias on November 07, 2013, 01:33:43 am
What I think he means is that the program should be capable of loading and playing external levels. If levels are handled with functions (which can not be used in external files), you can write a small on-purpose scripting language that the main program will interpret and generate the level from.
Title: Re: Super Hexaspire Alpha!
Post by: Keoni29 on November 07, 2013, 03:18:59 am
Finally! It's here after waiting so long for a super hexagon port!
Title: Re: Super Hexaspire Alpha!
Post by: SpiroH on November 07, 2013, 04:41:10 am
Nope, I still have the same issue.
Well, you definitely need to upgrade your ndless version to r903. Then it just works(!), else you get that 'weird' message: "This document format is not supported. SuperHexaspire.tns". :P
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 07, 2013, 06:24:41 am
Once I collect a bit more feedback, (and get through school today, hold tight people :D ) I'll add a couple of difficulties and post the code for making new levels! After I add more levels, I'll probably post the source too.
edit: I'll go ahead and modify in the main post for some more Q and A.
Title: Re: Super Hexaspire Alpha!
Post by: Eiyeron on November 07, 2013, 07:08:20 am
Could you take the original game colors? That would be gigantic! :p
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 07, 2013, 07:24:27 am
Could you take the original game colors? That would be gigantic! :p

From what I can tell you are asking, yes! I just have a test level 1 with some basic example colors. If you wanted, you could change the foreground and background colors when I make the community "mod pack". I have always loved modding, it makes things so much more enjoyable!

So yes, original colors will be possible, as well as color gradients! I'll post the variables tomorrow.
Title: Re: Super Hexaspire Alpha!
Post by: Matrefeytontias on November 07, 2013, 07:27:25 am
I don't think that putting user levels right in the compiled game is a good idea. IMO, you should build an on-calc (separate ?) level editor that can generates TNS files that can be loaded by the main game. This is easy enough, since you just have to generate files that follow the same scheme than your hard-coded levels.
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 07, 2013, 07:33:19 am
I don't think that putting user levels right in the compiled game is a good idea. IMO, you should build an on-calc (separate ?) level editor that can generates TNS files that can be loaded by the main game. This is easy enough, since you just have to generate files that follow the same scheme than your hard-coded levels.

One day I'll get around to something like that, but I have almost no clue how to do that. For now, I think this way might be acceptable just to get the program off the ground before going crazy about it, but that does sound like an interesting concept!

Maybe someone could help me with that!
edit: as of now, I don't know any on calc c-compilers, so the possibility of this I think might be almost zero D:. Someone, quick, prove me otherwise!
Title: Re: Super Hexaspire Alpha!
Post by: Matrefeytontias on November 07, 2013, 07:45:29 am
I don't think that putting user levels right in the compiled game is a good idea. IMO, you should build an on-calc (separate ?) level editor that can generates TNS files that can be loaded by the main game. This is easy enough, since you just have to generate files that follow the same scheme than your hard-coded levels.

One day I'll get around to something like that, but I have almost no clue how to do that. For now, I think this way might be acceptable just to get the program off the ground before going crazy about it, but that does sound like an interesting concept!

Maybe someone could help me with that!
I sure can :P it doesn't rely on any particular language, it's just a theory that you can put in practice as you want. But I do program for Ndless in C anyway.

edit: as of now, I don't know any on calc c-compilers, so the possibility of this I think might be almost zero D:. Someone, quick, prove me otherwise!
You don't need any on-calc C compiler to generate the files I talked about, but only a fopen() function. The content of such file is up to you.

What I meant is that you could build a mini-scripting system. To do that, you must know what the content of the file refers to. For example, you know that if you encounter a 0x80 in the level file, it means that you put an obstacle at a certain position. And you carry on parsing the file as the player advances in the level. You see what I mean ?
Title: Re: Super Hexaspire Alpha!
Post by: Sorunome on November 07, 2013, 11:51:48 am
This games looks insaniousley awesome! O.O
mind=blown
Title: Re: Super Hexaspire Alpha!
Post by: Keoni29 on November 07, 2013, 12:12:51 pm
Can someone make a video of this?
Title: Re: Super Hexaspire Alpha!
Post by: Matrefeytontias on November 07, 2013, 12:58:12 pm
Not me .../me doesn't have a CX
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 07, 2013, 05:35:05 pm
You don't need any on-calc C compiler to generate the files I talked about, but only a fopen() function. The content of such file is up to you.
Ahh, yes, a fopen(). I do see what you mean! I was going to use that to store a high score, but, however, I have no idea how to read an array of arrays from it. Aside from that, I'm going to add a few features and post about pre beta level creation. Soon, I (and some help of others) am going to make exactly what you speak of. I'll be back soon with a couple of levels that work! Once I get to like... 0.9, I'll start thinking about making something exactly like that then, yes, you would only have to have a lvl.txt.tns on the calc to run levels witch can be edited on the calc.

Can someone make a video of this?
Sure, I can!

This games looks insaniousley awesome! O.O
mind=blown
Thanks, that means a ton to me!
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 07, 2013, 09:47:57 pm
Annd... UPDATED! It's still version 0.6, but there is now a hidden file in the zip along with many graphical changes! Quick, who can figure out the file first?! Level 2 is a proof of concept, and now I just need some creative patterns to complete it with the last ones. Almost to 0.7!
Title: Re: Super Hexaspire Alpha!
Post by: DJ Omnimaga on November 07, 2013, 10:18:19 pm
Glad to see you're continuing this project. :)
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 07, 2013, 10:33:45 pm
Yea, I think I will. The download is on the main post, by the way. I'll always keep all the versions up there. Lots of visual updates in this one, might be bugs, but I think I stomped them all. Give it a try!
Title: Re: Super Hexaspire Alpha!
Post by: SpiroH on November 08, 2013, 09:41:53 am
Well, i gave it a try! Alas, it made me feel too clumsy as a player. The longest time i've managed to last was only about 5 secs ("YOU LASTED 4.11 seconds!, ACHHHH! Frustrating.:banghead:). How can we make it slower during the learning process? Entertaining nevertheless. Any clues how to play it?
Title: Re: Super Hexaspire Alpha!
Post by: ElementCoder on November 08, 2013, 10:01:34 am
There is no slower in SH :P I'll have to try this someday because it looks pretty awesome, good job :)
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 08, 2013, 04:06:22 pm
Okay, this fancy weekend I intend on adding a "super" amount of levels. Look forward to a huge version update on Monday, and feel free to keep posting here. Ill check it every couple of hours, so don't think anything will go unanswered. Passably after this update, I'll focus on community suggestions. Anyone should feel free to post their suggestions now, if they want!

I will edit the main post to have a community suggestion list of things I need to do.
Title: Re: Super Hexaspire Alpha!
Post by: LDStudios on November 08, 2013, 04:07:04 pm
Looking good, Im a huge fan of Super Hexagon
Title: Re: Super Hexaspire Alpha!
Post by: AnToX98 on November 09, 2013, 09:12:10 am
Yeah I tested it and it's simply awesome, keep doing good work :D
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 10, 2013, 10:42:44 pm
Okay, the update that is going to come out in the next couple of days is:

Full 6 levels!
Hyper modes!
Slow speed up for every level up (ex point to line).
New colors.
Better animations.
Faster speed.
Neater code.
*Maybe* a release of the source code, but I still need to clean it up.
Better memory management.
Better play speeds.
Closer resemblance to the actual game.
Updated transitions.

Any small suggestions from the community will be added if they are posted here! Ask away, and I'll code it!
Title: Re: Super Hexaspire Alpha!
Post by: DJ Omnimaga on November 11, 2013, 12:24:45 am
Good to see this update. :)

By the way, what is hyper mode?
Title: Re: Super Hexaspire Alpha!
Post by: aeTIos on November 11, 2013, 02:29:07 am
Wow, this is looking pretty sick, must check this out :o
Glad to see more developers for the nspire. I hope ndless 3.new is released soon, though, or this might end up being one of the last ndless games D:
Title: Re: Super Hexaspire Alpha!
Post by: ElementCoder on November 11, 2013, 02:42:41 am
Good to see this update. :)

By the way, what is hyper mode?
Once you've completed a level you unlock the hyper version of it, which is even more fun :D
Title: Re: Super Hexaspire Alpha!
Post by: SpiroH on November 11, 2013, 02:53:11 am
Okay, the update that is going to come out in the next couple of days is:
...
Any small suggestions from the community will be added if they are posted here! Ask away, and I'll code it!
This game will eventually recenter attention on nspire+ndless (after some doom days).  In the absence of sound, maybe a list of some 'encouraging' status messages would bring some more salt and pepper. Good update contents. Can't wait to give it another try.
Title: Re: Super Hexaspire Alpha!
Post by: Keoni29 on November 11, 2013, 03:01:37 am
Come on. Even the TI84+C can do sound. Make it happen :)
Title: Re: Super Hexaspire Alpha!
Post by: mdr1 on November 11, 2013, 05:10:57 am
Wow, really good game! :D
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 11, 2013, 07:16:24 am
Come on. Even the TI84+C can do sound. Make it happen :)

True, true. I wounder what the status of the USB protocall is. If it is decompiled, I might be able to produce USB sound. If not, the r232 serial port would have to do. I am pretty sure C is allowed to controll that stuff quite well. If ndless can't update for a few OS's then they should focus on that feature until a hole is made in the patching software.

 Let's just remove boot 1 and 2 and replace it with our own, for gosh sakes!  :evillaugh:
Title: Re: Super Hexaspire Alpha!
Post by: Matrefeytontias on November 11, 2013, 07:26:36 am
Come on. Even the TI84+C can do sound. Make it happen :)
You know better than anyone that sound is made on the TI-84+CSE via the link port, not the USB port. While you can freely generate waves on the link port, you have to follow the USB protocol on the Nspire, which can be a little more tedious (I think).
Title: Re: Super Hexaspire Alpha!
Post by: SpiroH on November 11, 2013, 09:55:53 am
Quote from: Matrefeytontias
You know better than anyone that sound is made on the TI-84+CSE via the link port, not the USB port. ...
Yeeeah! Keoni29 knows the whole story, he's just trying to get someone to do work for him ::). Fair enough. Btw, sound would be great, indeed. Any inspired programmer feeling the challenge out there?
Title: Re: Super Hexaspire Alpha!
Post by: Streetwalrus on November 11, 2013, 12:27:29 pm
/me pokes Keoni's arduino soundchip
It could be repurposed to use RS232 instead of a custom protocol. ;)
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 11, 2013, 10:04:04 pm
I wanted to be REALLY lazy today (D:) so I think the update will be postponed until Thursday. I am still open to community suggestions! If you think a feature should be added, I'll see what I can do. But for now, see you 'til next post!

But, I do wonder, what would happen if we just made our own boot1 and 2. (RedHat ponders this idea, if we can even decompile the boot1 and 2)
Title: Re: Super Hexaspire Alpha!
Post by: Hooloovoo on November 11, 2013, 10:15:01 pm
Yes, it could be done, and there are in fact patches to the boot1 and boot2. They have been used for such things as nlaunch and upgrading TI-XXXXXXXXXXX's to regular nspires. But right now, it seems like a bad idea since this kind of exploit tends to make TI crack down on us pretty hard.
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 11, 2013, 10:24:10 pm
But right now, it seems like a bad idea since this kind of exploit tends to make TI crack down on us pretty hard.
Yup, I guess I could see that.

RedHat: DERN TI AND THER CONFOUNDED HOOLIGANS!
Title: Re: Super Hexaspire Alpha!
Post by: Lionel Debroux on November 12, 2013, 01:35:37 am
The oldest Clickpad hardware revisions had an external NOR Flash chip (like the Clickpad prototypes), and an easy hardware modification makes it possible to tamper with the boot1 in arbitrary ways. There aren't that many such calculators, of course.

On the other models, we cannot make our own boot2, it's signed by RSA keys far too hard to factor (beyond the current state of the art by the leading researchers of the field equipped with public research grid infrastructure) and checked by a boot1 we cannot modify (AFAWCT), nobody published any boot1 exploits.
Arbitrary code execution vulnerabilities in the boot2 make it possible to do nLaunch / nLaunch CX / nLaunchy, though.
Title: Re: Super Hexaspire Alpha!
Post by: DJ Omnimaga on November 12, 2013, 02:03:08 am
Come on. Even the TI84+C can do sound. Make it happen :)
You know better than anyone that sound is made on the TI-84+CSE via the link port, not the USB port. While you can freely generate waves on the link port, you have to follow the USB protocol on the Nspire, which can be a little more tedious (I think).

Not only that, but USB headphones and speakers are incredibly hard to find in brick-and-mortar stores, compared to 3.5->2.5mm adapters and Xbox headsets (assuming you got a 360 one, you can tear apart the plastic surrounding the plug so that it can fit in the I/O port). I have yet to find any at Walmart, Target, Sears, The Source and Staples. Not everyone (especially people who still live with their parents or who aren't 18) can buy online, so USB sound would have an audience that is severely much smaller than I/O port.

Can USB sound be heard on AM radios? With I/O-based sound, if you approached an AM radio close to the calc and tuned an empty channel, you could hear the calc music.
Title: Re: Super Hexaspire Alpha!
Post by: SpiroH on November 27, 2013, 09:54:35 am
I wanted to be REALLY lazy today (D:) so I think the update will be postponed until Thursday. I am still open to community suggestions! If you think a feature should be added, I'll see what I can do. But for now, see you 'til next post!
Hey RedHat, we are still waiting... How is your lazy mood going? Too busy?
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 27, 2013, 12:16:53 pm
Yes, sorry, I have been super busy over the past couple of weeks. It was nearing Thanksgiving break, so our teachers were pushing out tests and homework galore. A lot of my extracurricular were getting in the way. Well, today is the first day of break and I coded multi length patterns so that's a good start.

One of the most interesting things that I did over the last week is that my math teacher has a TI Nspire classic non-CAS. He saw me playing my game and asked if he could get some cool features like that on his calculator. So I told my math teacher that I theoretically could, so the next day he asked if I could put the CAS software on his calculator. MY TEACHER WANTED ME TO HACK HIS CALCULATOR :D. So I put ndless and nlaunch on it and gbc4nspire on his calc. Gave it back to him and he was speachless. He was playing zelda during homework time, and he is thinking of ordering some nless compatable ti nspire cx CASs calculators for the math team. Go me!

So no, not lazy, really, really busy with a lot of stuff.

Edit: failed mistype.
Title: Re: Super Hexaspire Alpha!
Post by: Streetwalrus on November 27, 2013, 12:18:43 pm
Sounds pretty good to me. :)
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 27, 2013, 12:24:21 pm
Oh, and I forgot to mention that I got his boot 1 and 2 legally off his calculator for the emulator, so you can expect to see a nspire classic version. Of course, I don't have the hardware, my teacher does, so I might have to expect the community to test it on classic hardware for me and give me feedback on that.
Title: Re: Super Hexaspire Alpha!
Post by: chickendude on November 27, 2013, 12:47:41 pm
That's a great story about your math teacher! I wish more people would encourage people to explore, rather than limiting them to what something's "intended" use is. Congratulations to both you and your teacher :)
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 27, 2013, 12:54:00 pm
Yea, actually, a lot of my teachers are noticing that my calculator isn't just a calculator, it's a learning device. I have actually done 2 non math related projects for school on it. The first was a science cell project that I coded in c that lets you explore different parts of the cell, and the other was a survey that I had to conduct on study strategies. Our school does not allow tablets/laptops to be carried around and used so I was like, heck, I'll do it on my calculator!
Title: Re: Super Hexaspire Alpha!
Post by: Keoni29 on November 27, 2013, 01:04:45 pm
My soundchip has open source firmware and it is really easy to mod it to use rs232 instead of my link protocol.
Title: Re: Super Hexaspire Alpha!
Post by: SpiroH on November 27, 2013, 01:59:20 pm
Quote from: RedHat
Yes, sorry, I have been super busy over the past couple of weeks. ...
I'm glad you were busy rather than lazy (it would have been a looong time). Nice story that one about your teacher. Well, you may invite her/him to join Omnimaga. There's plenty of fun around this place.
Also, now one should consider Keoni29's nice offer.;)
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 27, 2013, 02:13:32 pm
Remember, I am only thinking about adding sound. The program I have right now is fairly slow for what it can do, so adding sound will only make it laggier. Right now I am trying to figure out some creative way to make it so my patterns don't have a big gap in between them. Then that would make the program a lot better. Come on, RedHat, think!  :-\
Title: Re: Super Hexaspire Alpha!
Post by: Streetwalrus on November 27, 2013, 02:43:19 pm
Remember, I am only thinking about adding sound. The program I have right now is fairly slow for what it can do, so adding sound will only make it laggier.
Not entirely right. Having an actual soundchip is just like having hardware graphics acceleration. It lowers the CPU load allowing it to do it's thing faster. The only cost of adding sound via an external RS232 soundchip is sending bytes over the UART, which is almost meaningless for your game. ;)
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 27, 2013, 03:01:39 pm
Shhh, shhh...

That is true, but I don't want to exactly go buy some hardware right now ;)

I do need to figure out this problem, however...

edit: Okay, I think I got this, hopefully it doesn't explode in my face. I made a backup just in case  <_<
Title: Re: Super Hexaspire Alpha!
Post by: Streetwalrus on November 27, 2013, 03:42:36 pm
That is true, but I don't want to exactly go buy some hardware right now ;)
Well, when the time comes, it's just an Arduino which is real cheap (prolly around $20). ;)

And yeah cross fingers so your fix works. :D

Mom why did you take my CX away ?
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 27, 2013, 03:51:17 pm
Mom why did you take my CX away ?
Could see myself one day saying this to my mom.
Anyway, it is sort of... going as planned. I got some stuff down, but the program just doens't want to get rid of that gap! :'(
Title: Re: Super Hexaspire Alpha!
Post by: Streetwalrus on November 27, 2013, 03:53:05 pm
Mom why did you take my CX away ?
Could see myself one day saying this to my mom.
The thing is, out of my 7 calcs, my Mom has 3.5, I have the other 3.5. :P
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 27, 2013, 03:59:19 pm
Mom why did you take my CX away ?
Could see myself one day saying this to my mom.
The thing is, out of my 7 calcs, my Mom has 3.5, I have the other 3.5. :P

.5?
Title: Re: Super Hexaspire Alpha!
Post by: Streetwalrus on November 27, 2013, 04:00:14 pm
Yes. I have the motherboard, she has the case. :P But let's get back on topic.
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 27, 2013, 04:05:58 pm
Yes. I have the motherboard, she has the case. :P But let's get back on topic.

Lol! Such wow.

Well, I just have to make the code that moves all the numbers in an array to the very right and BAM I think that the code I implemented will work. I am actually very happy that this topic was brought up again, I was afraid it was dying because I haven't had time to update it!
Title: Re: Super Hexaspire Alpha!
Post by: Streetwalrus on November 27, 2013, 04:07:29 pm
Lol, cool to hear you're making progress. I hope I can get my CX back soon to check it out. :)
Title: Re: Super Hexaspire Alpha!
Post by: Keoni29 on November 27, 2013, 05:25:37 pm
We don't want this project to die :)
Title: Re: Super Hexaspire Alpha!
Post by: ClrDraw on November 27, 2013, 07:41:13 pm
Come on RedHat, you can do it!
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 27, 2013, 09:35:47 pm
YES! IT'S WORKING! Okay, now I have to polish up a few patterns, and release a quick preview on YouTube. Guys and gals, this is going to be great (dances). Oh, and I stopped working on it a couple of hours ago because I went to the movies to see catching fire, but I'll stay on topic for now.

Here are some videos for you people:

current calculator game video:
Me playing the original game:
Title: Re: Super Hexaspire Alpha!
Post by: Adriweb on November 28, 2013, 06:45:48 am
That's pretty awesome, congratz :)
Title: Re: Super Hexaspire Alpha!
Post by: SpiroH on November 28, 2013, 09:31:44 am
YES! IT'S WORKING! Okay, now I have to polish up a few patterns, and release a quick preview on YouTube. Guys and gals, this is going to be great (dances). ...
That's so cool! Now imagine the sound track IS 'de facto' included. Wouldn't that be just amazing? (Nice soundtrack merge, btw).
Anyway, we keep waiting here for the next release. Keep it up! ;)

Title: Re: Super Hexaspire Alpha!
Post by: Keoni29 on November 28, 2013, 09:31:53 am
Digging the visuals!
Title: Re: Super Hexaspire Alpha!
Post by: SpiroH on November 28, 2013, 09:37:33 am
WUT? Can you please explain a bit more? ???
Title: Re: Super Hexaspire Alpha!
Post by: DJ Omnimaga on November 28, 2013, 09:37:56 am
Wow those gameplay vids are so amazing! Now that I finished recharging my TI-Nspire CX, I need to find a bit of free time to update Ndless then try the game before my battery is self-depleted again in a few days. :P
Digging the visuals!
It probably means he loves the visuals. I think this might be in reference to Digg website back in the days, when people submitted news and stuff they liked (and never made it to front page because it required 1000 strangers that hates you to approve it.
Title: Re: Super Hexaspire Alpha!
Post by: SpiroH on November 28, 2013, 09:40:48 am
LOL,LOL. Thanks DJ. I would NEVER grasp it!
Title: Re: Super Hexaspire Alpha!
Post by: mdr1 on November 28, 2013, 11:38:51 am
Really great! :D
You should probably upload it in ticalc.org to try your luck to win the contest (http://www.ticalc.org/archives/news/articles/14/148/148438.html). ;)
Title: Re: Super Hexaspire Alpha!
Post by: quitte on November 28, 2013, 11:50:10 am
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 28, 2013, 11:56:45 am
Ohhh, I would really, really like to win a contest! Hey, If I make a poll, how can I set it to be check boxes/radio buttons? And how do I set a maximum/minimum number of options to set? Thanks in advance.
Title: Re: Super Hexaspire Alpha!
Post by: Streetwalrus on November 28, 2013, 02:02:38 pm
Digging the visuals!
So do I. :D
Title: Re: Super Hexaspire Alpha!
Post by: Ryleh on November 28, 2013, 02:28:50 pm
Wow, nice. I love this game for my phone.
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 28, 2013, 08:57:58 pm
If you would so kindly help me determine the features I need to add/bugs that need fixing, can you take this survey?

https://www.surveymonkey.com/s/N58L59L (https://www.surveymonkey.com/s/N58L59L)

You DO NOT need the program to take the survey, any nice response would help me determine the features that the community wants out of this project. Good luck  :thumbsup: , and I'll post the results and start working on them soon, maybe a day or 2. I'll still look at the survey even beyond that.

To the moderators: I am allowed to use an external poll, right? right?? Ok.
Title: Re: Super Hexaspire Alpha!
Post by: Streetwalrus on November 29, 2013, 12:10:27 pm
I'm not taking the poll right now but I'll definitely check it out later. ;)
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on November 29, 2013, 06:32:59 pm
Okay, that's cool. It'll just help me get set up faster to the next update if more people take the poll. It's only like... 5 questions.
Title: Re: Super Hexaspire Alpha!
Post by: aeTIos on November 29, 2013, 07:18:22 pm
I think I'm downloading this. Which means that I'm defanatally digging this
Title: Re: Super Hexaspire Alpha!
Post by: Streetwalrus on November 30, 2013, 09:04:18 am
Okay, that's cool. It'll just help me get set up faster to the next update if more people take the poll. It's only like... 5 questions.
Yeah. The issue is that most questions actually assume that you have downloaded the game and tried it. I didn't because Mom won't give back my calc. :P
Title: Re: Super Hexaspire Alpha!
Post by: RedHat on December 24, 2013, 08:40:59 pm
Phew, Finals at my school really took the energy out of me for a while. I'll continue developing this project after Christmas, I just need a break from life. So, yea.
Title: Re: Super Hexaspire Alpha!
Post by: TIfanx1999 on December 24, 2013, 10:26:57 pm
Seems I missed this topic somehow. I have to say though, this looks quite nice. :) Also, as cool as music might be, I think it should be pretty low on the list of things to add. Not many people will be able to enjoy it and it could (potentially) be a pain to implement.
Title: Re: Super Hexaspire Alpha!
Post by: Keoni29 on December 25, 2013, 06:14:13 am
If you can write an SPI routine for the nspire you could interface with my soundchip. I recently worked on that project. SPI is quite straightforward. You shift out bytes least significant bit first on the clocks falling edge. You only need two signal lines.
Title: Re: Super Hexaspire Alpha!
Post by: SpiroH on December 25, 2013, 07:58:33 am
If you can write an SPI routine for the nspire you could interface with my soundchip. I recently worked on that project. SPI is quite straightforward. You shift out bytes least significant bit first on the clocks falling edge. You only need two signal lines.
That 'sounds' interesting. A quick google search on 'SPI interface c-code' does bring up some stuff that can help, eg: http://www.maximintegrated.com/app-notes/index.mvp/id/4184.
Keoni29, don't you have a Nspire calc yet? ;)
Title: Re: Super Hexaspire Alpha!
Post by: DJ Omnimaga on December 27, 2013, 12:04:57 am
Yeah this is a bit why I think it should not be in the top of the priorities, though, like Art says. Many people won't be willing to buy the extra hardware required to play sound.
Title: Re: Super Hexaspire Alpha!
Post by: Keoni29 on December 27, 2013, 05:20:45 am
SPI is really straightforward.
Clock line is normally high.
Set up data. Wait for a bit to let the line settle.
Pull down clock line. Wait for a bit to let the line settle.
Release clock line. (Normally high again)

Do this for all 8 bits and you have sent a byte.

But since the nspire has a much nicer cpu than the 84+ CSE you might be able to play sound generated in software. Even the CSE can do it.
Title: Re: Super Hexaspire Alpha!
Post by: LD_Chimpman on December 28, 2013, 10:19:19 pm
Sweet... Super Hexagon is pretty much my favorite iOS game (still have yet to beat the last level though...), I could only have dreamed of a calculator port.
Title: Re: Super Hexaspire Alpha!
Post by: mdr1 on March 01, 2014, 05:39:53 am
With the version 0.6.6.11 on ndless r914 (TI-Nspire CX CAS, no nLaunch), I just have a dialog box saying "Couldn't open for.tga.tns". If I press "continue": "SDL_UpperBit: passed a NULL surface".
Title: Re: Super Hexaspire Alpha!
Post by: aeTIos on March 01, 2014, 05:41:04 am
Sweet... Super Hexagon is pretty much my favorite iOS game (still have yet to beat the last level though...), I could only have dreamed of a calculator port.
It's much, much easier on PC, though. Might be just me, but a phone screen is too small to really get into it.
Title: Re: Super Hexaspire Alpha!
Post by: kevinkore3 on March 11, 2014, 06:29:22 pm
you put fore.tga in the root of the filesystem, but it's just the title screen, so it shouldn't ma
With the version 0.6.6.11 on ndless r914 (TI-Nspire CX CAS, no nLaunch), I just have a dialog box saying "Couldn't open for.tga.tns". If I press "continue": "SDL_UpperBit: passed a NULL surface".
You put fore.tga in the root of the filesystem, but it shouldn't make a difference because it's just the title screen.

Is level 2 even possible? I got past level 1 a couple of times but I can't seem to get past 65 seconds :L

On a side note, is this project dead?
Title: Re: Super Hexaspire Alpha!
Post by: neuronix on January 27, 2016, 11:41:31 am
Were is it possible to download the last version of this program?
Thank you in adance
Title: Re: Super Hexaspire Alpha!
Post by: SpiroH on January 27, 2016, 12:08:38 pm
Were is it possible to download the last version of this program?
Thank you in adance
@neuronix: Have you really checked the topic's first page? The links to the latest release are still there.
Title: Re: Super Hexaspire Alpha!
Post by: neuronix on March 08, 2016, 03:11:32 pm
I thought not it is the latest version. ;)

Thank you very much

Sorry for my english but I am frensh  :-\