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Messages - MateoConLechuga

#196
Did you click on the LCD screen.
#197
Um, of course it works? Click on the screen if you need to, and change the keyboard bindings to WabbitEmu in the settings if you really want to. The CEmu keybindings are a lot easier and make more sense once you get used to them.
#198
Quote from: DJ Omnimaga on March 19, 2016, 06:42:07 AMOne suggestion I have for the C libraries by the way would be to edit the readme and descriptions to encourage programmers to warn users in their readme/file descriptions that their games and programs require the libraries.
Cool; nice idea, added that in this release :)

Well, I've been rather busy as spring break winds down, so here is update 3.0 which includes a lot of major changes:

    Library functions are now only compiled in if you use them. This reduces your program size, and generally is a lot cleaner.
    The _OS macro has been replaced with an _OS function; which provides a default wrapper for all assembly functions on-calc. Wrappers for particular assembly functions can also be made now; which will be really handy in the future.
    The source for runtime library and build tools have been added to the toolchain for faster and easier testing and development.
Download links:
C SDK: Download
C Libraries: Download

Also, the library setup is a little different, just copy everything in the dev folder in the library download to CEDev\lib\ce folder and it will be fine :)

Anyways, enjoy! This is a pretty big update; I think I'll focus more on fixing a few library bugs, but the toolchain setup is pretty much perfect now :D
(By library functions not being added in, I mean that they aren't added to the relocatable jump table)
#199
CEmu, C SDK & Libraries (TI-84+CE) / Re: CEmu
March 19, 2016, 07:42:50 PM
It's the same issue as before; the keypad still isn't finished yet. That will clear up the bug entirely :) Your computer may just not support OpenGL 2.0, which is solvable by following the answer detailed here: http://superuser.com/questions/458629/updating-opengl-to-2-0
#200
LLVM would be immensely nice, but there is nothing particularly wrong with ZDS, and it works great as well.

Yet another update to the toolchain and libraries! This one fixes some minor bugs in the fileio library, and changes the makefiles a bit to be easier to use. It is important as always that you have the latest release of the toolchain and libraries in order to make sure nothing goes wrong :)

When including libraries, it is now more practical to do it like this:

#include <lib/ce/graphc.h>

This just makes it easier for IDEs to automatically include libraries for you.

Anyways, here are the usual links for getting the new libraries and toolchain: (Note that now the header files are included in the release, rather than in the source :))

CE C Development SDK
CE C Libraries

Anyway, one thing I find interesting is that more people aren't taking advantage of the amazing capabilities that C offers :P A CAS system could be built, awesome GUIs, games, etc. I realize it is still early, but C opens up so many possibilities, it isn't even funny. Platformers, scrolling shoot-em-ups, educational programs such as a chemical equation balancers and so much more. I look forward to it :)
#201
Quote from: DJ Omnimaga on March 08, 2016, 12:15:01 AM
What about the TI-Connect trick where you are suggested to hold shift and stuff above?
That's what he just said :)
#202
Quote from: Dudeman313 on March 07, 2016, 01:10:41 AM
Quote from: DJ Omnimaga on March 06, 2016, 11:51:24 PM
By the way you know you can select multiple files in TI-COnnect CE then drag and drop in Windows Explorer, right? It's much faster to transfer multiple files at once.

Also, in your video it seems like you forget one ROM segment near the end. Am I right?
@Adriweb told me the same thing on Cemetech, but for some strange reason, when I try to select multiple files in TICCE File Explorer style, it won't let me, so if you could tell me if there's another way, that would be helpful.

If I did, then that's not the problem, because I've tried this multiple times, and I'm sure CEmu would say if it did not load all the segments. Also, CEmu creates the ROM every time, it just won't open it, whether I have just created it or created it earlier and tried to open it.
TIConnect CE: Click on one file, hold shift, and then click on the end of the file list. BTW, this also works in Windows, if you didn't know ;)

I'll look into the problem. CEmu doesn't require you to transfer in bulk; you can transfer one by one though. This has no effect on the output of the rom though.
#203
Games / Re: This is the Only Level
March 06, 2016, 01:10:48 AM
Quote from: Dudeman313 on March 05, 2016, 07:36:26 PM
You made this a thing! Yay! I think it looks good so far. Maybe I could go along the same path and port the game in color to the CE using @MateoConLechuga 's Portal Returns CE engine, if that's okay with him, which I'm sure it is. Anyway, good job! :thumbsup:
Hehe, good luck figuring out that source. You can use it if you can understand it :P
#204
Quote from: DJ Omnimaga on February 24, 2016, 12:26:37 AM
Ok thanks for the info, and I didn't know its video memory was separate. :)
It's actually not known if it *is* separate, (I personally believe that they just encoded it on the same die), but you never know :)
#205
This is very handy, and I remember back using version 2.0 to open TIBASIC programs when I was just starting out :) I am really impressed with the technical abilities that have gone into this over the years, and hopefully it continues to get better and better. And hey, competition promotes better software, and more interest. :P
#206
The CE has 256Kb of available ram, plus 150Kb of video ram. Hope this helps! :)
#207
General Help & Troubleshooting / Re: Pac-Man CE bug?
February 12, 2016, 04:50:08 AM
Ghosts move when paused? But... Then PacMan could die randomly :P I'll add in a short animation to the title screen maybe, and fix the bug. Is it just on the last fruit, that when you eat it, it doesn't add to your score? And I can make the time for ghosts a little longer too I guess.
#208
General Help & Troubleshooting / Re: Pac-Man CE bug?
February 12, 2016, 03:55:13 AM
I'm always watching :P I'll see what I can do about it :)
#209
Quote from: Lionel Debroux on February 03, 2016, 07:36:03 AM
The tutorial writing work has started under the same CE-Programming umbrella, but for now, the C content is smaller than the ASM content: https://github.com/CE-Programming/documentation -> https://ce-programming.github.io/documentation/tutorials/
Yes, as Lionel linked above, those are the currently work in progress tutorials. There's really nothing for C yet as I am finishing up the libraries, but I much appreciate it if someone were to help out with some documentation. It takes a while. ;)
#210
What people need to realize about the CE is that there is literally a C SDK that takes under a minute to set up, and a lot of useful libraries that make development of games and programs and utilities about 1000x easier. You can literally write in C, a language that is simpler than assembly, easier and faster than hybrid basic, adapted to work quite well on the eZ80, and easy to learn and become more skilled at programming. Like, it is so easy. But since C has never been strong component on the TI84+whatever series, no one seems to know what to do. If you want something, make a C program! It's simple. :)
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