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Messages - ACagliano

#46
Cross-post

So I'm looking for someone decently skilled with C programming to help me learn the ropes of designing a textured raycaster. I have a textured raycaster in C++ that I've been trying to port, but my skills aren't sufficient enough to percieve differences between C and C++ and implement proper substitution, so I am asking for help.

ps: the C++ snippet im looking at is http://lodev.org/cgtutor/files/raycaster_textured.cpp
#47
Quote from: MateoConLechuga on March 08, 2017, 10:28:04 PM
I already told you this but I guess I will tell you again: Download pixelfontedit 8x8. It has hundreds of hundreds of fonts for you to choose from for use on the CE.
Mateo, this font is very specific and for a very specific purpose.. and I did look into it... the font I'm looking for doesn't exist there. I could try to make the font myself, but I am NOT an artist. Plus, its a windows program (although I can try using it via wine or mono).
#48
Maybe ill send him a PM.
#49
I'm trying to get a font made for the TI-84+ CE. Any takers? You can private message me here or email me at [email protected]. :)
#50
Quote from: Unicorn on August 20, 2016, 06:47:19 PM
I'm not sure, but you could look at someone else's project, like ICE by PT_, that has a build.bat

(I'm also a complete novice at ASM-type programming, so maybe I'm wrong) :P
I'll check it out, but keep in mind, im on a *nix system, not Windows. So scripting isnt the same.

Last question, any recommendations for a good C tutorial?
#51
I downloaded spasm-ng and set up the directory structure as instructed on ez80 heaven. Now I'm trying to make a build script. Does spasm have a default directory it looks in for source files and includes, or can you specify your own?
#52
Wow. Never knew the majority of these. I always assumed that being non-profit and having a game made for a platform the copyright holder doesn't develop for sufficiently qualified as fair use, but clearly not.

What if you've sent the copyright holders like 5 emails, documented those emails, and each time received no reply, then went ahead with the project?
#53
As someone starting to transition from normal 83+/84+ assembly development to 84+ CE development, I am curious what software you guys who develop for the CE use to assemble and link programs for the 84+ CE. Thanks in advance.
#54
Hardware / Re: Unicorn's Arduino Explorations
August 02, 2016, 10:28:10 PM
Quote from: DJ Omnimaga on August 02, 2016, 05:52:46 PM
Oh ok lol, I thought you might, since you're very into Calcnet stuff. :P
My experience with CALCnet is limited to direct assembly. I don't use libraries. Is this an Axe project, or an asm one?
#55
Hardware / Re: Unicorn's Arduino Explorations
August 01, 2016, 11:18:15 PM
Quote from: DJ Omnimaga on August 01, 2016, 01:00:14 AM
Nice job Unicorn. Also that kinda looks cool lol actually. :P I wonder if @ACagliano might know some stuff about the ArTIcl library? Else you might need to ask Kerm for help.
ACagliano knows nothing about that haha. Sorry. :p
#56
Quote from: DJ Omnimaga on July 31, 2016, 10:22:05 PM
It would be nice to see more Calcnet-related stuff in action. The only issue is if it's for monochrome calcs or the CSE then it might not be used as much, but it's still cool to see such things in action. Besides, Patrick Davidson still releases TI-85 ports of his monochrome games. :P
its intended for the CE, and perhaps later to be forked to earlier models.
#57
Quote from: Cumred_Snektron on July 31, 2016, 02:06:43 PM
Oh thats pretty neat. Still i have no idea about how global calcnet works. I assume it works with network sockets, and im pretty sure Python has a socket library built in (almost every serious language has). You might need to look into them.

There's a skeleton somewhere that can be used as a template. Once I find and share it, I'll be able to be more specific about what i actually need help learning :)

Edit: here is the skeleton. Assuming you recommend I stick to python as the language, I'd need to first be explained how this works for connecting, and where in the code should i begin to insert my own.
https://www.cemetech.net/programs/index.php?mode=file&id=909
#58
Quote from: Cumred_Snektron on July 31, 2016, 11:31:56 AM
I don't really know much about the calcnet protocol, but wasn't it only for calculators to calculators? If you want to connect a calculator to a computer with a relay to the server host then you'll need to look into the TI USB stuff and PyUSB.
No. CALCnet itself is a calc-to-calc protocol, but globalCALCnet is a man-in-the-middle that lets CALCnet communicate with the internet. All you need is a program that can handle connections and packets with data, as if you were creating a fully online application. The gCn program handles the rest-- including libusb and stuff.
#59
As many of you know I've been working on a project that entails the use of Python for networking. I have made significant effort to learn Python, and while I know how the language works, learning how to create an application with networking is a whole other ball game. I need a hands on approach to this and therefore am asking anyone here who knows Python at this level to PM me or comment and ill discuss what im trying to learn to do and what i need.

edit: here are some details. This is for the calcnet server to my Star Trek game, a realtime MMO, where calculators render graphics and do some stuff like firing weapons and changing position/direction. Every time a packet containing something (a client join/leave, a weapon fired, a change in direction and speed, a chat message, etc) is sent to the calcnet "server", the server responds in some fashion. It could be as simple as retransmitting the packet to another unit, adding an "object" to a database of objects in the virtual world, changing its coordinates or status, or sending information about environment to a unit. If you head to my project page, http://clrhome.org/startrek and go to "Features", you'll see some of the things I want to do.

Thanks in advance.
#60
Quote from: DJ Omnimaga on February 06, 2016, 03:44:30 AM
Do you know what caused the link issues? Also this version looks much nicer :D. I'm gonna download it now :)

Excellent. As for the link issues, it seemed to start after my attempt at making this game in straight asm resulted in running some rogue code on my calculator (to make a long story short, i had a jump table that controlled where the program would jump to next, but somehow I ended up executing the jump table itself. Still can't trace why that happened, and it only happened once). That seemed to be when my link issues started, so I thought perhaps I had written over a port or done some damage, but as things are improving, perhaps it was unrelated.
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