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Gamax92's CCLite ComputerCraft Emulator (Updated for CC1.75)


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#21 gamax92

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Posted 23 February 2014 - 05:58 PM

Just note that I don't have an iPhone to test it out on, so you're on your own with this.

Also, it doesn't seem like it would work full at the moment, after reading some of those missing features.

EDIT: It's also not Lua.

Edited by gamax92, 23 February 2014 - 05:59 PM.


#22 TheOddByte

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Posted 23 February 2014 - 06:09 PM

Oh, I didn't check it out that much.. :P
Hmm.. Well is it possible to run Love2D with an jailbroken iPhone?
Since it feels like there will never be an CCEmulator for iPhone -_-

Edit: Well then I will try out Corona SDK.. It uses Lua atleast :P

Edited by Hellkid98, 23 February 2014 - 06:14 PM.


#23 Spexiono

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Posted 23 February 2014 - 06:11 PM

View PostHellkid98, on 23 February 2014 - 06:09 PM, said:

Oh, I didn't check it out that much.. :P
Hmm.. Well is it possible to run Love2D with an jailbroken iPhone?
Since it feels like there will never be an CCEmulator for iPhone -_-

I'm checking out HÖVE now, I'll let you know if i come up with something.

#24 gamax92

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Posted 23 February 2014 - 06:54 PM

So, Just got VFS seperated, which means ID's are now supported.
Now it uses the data/ID/ format for storing files.
Also moved the single computer CCLite to use the data/0/ format.

There is an experimental migration tool in single computer CCLite.
If you for some reason have a folder thats name is a integer above -1, it won't get moved, beware.
(Insert usual disclaimer about eating data and computers exploding, yadda yadda yadda)

Gonna start on support for normal computers.

EDIT: Normal computers supported!

Edited by gamax92, 23 February 2014 - 07:21 PM.


#25 gamax92

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Posted 23 February 2014 - 07:40 PM

https://love2d.org/f...hp?f=12&t=76985

You could try this Love2D build, claims to work for iOS

#26 Csstform

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Posted 24 February 2014 - 09:17 AM

View PostHellkid98, on 23 February 2014 - 06:09 PM, said:

Oh, I didn't check it out that much.. :P/>
Hmm.. Well is it possible to run Love2D with an jailbroken iPhone?
Since it feels like there will never be an CCEmulator for iPhone -_-/>

Edit: Well then I will try out Corona SDK.. It uses Lua atleast :P/>
http://www.computerc...-androidiphone/

#27 gamax92

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Posted 27 February 2014 - 07:35 PM

So, just got config editing while running working. Which also means I've moved the config location out of conf.lua. Its now in the Save directory.

Also added some more menu entries, I'd like if someone with a mac could test them, launching url's isn't consistent on Linux/Windows/Mac

#28 lucySan

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Posted 27 February 2014 - 08:22 PM

gamax, how FS look then? Last time I've checked code all files were saved in common, hardcoded, computer ID independent "/love/data/" folder. Are files shared between computers?

#29 Alice

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Posted 27 February 2014 - 08:52 PM

View PostlucySan, on 27 February 2014 - 08:22 PM, said:

gamax, how FS look then? Last time I've checked code all files were saved in common, hardcoded, computer ID independent "/love/data/" folder. Are files shared between computers?
The filesystem now works in the same way ComputerCraft's computers work, with /0/, /1/, /2/ and so on.

#30 gamax92

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Posted 27 February 2014 - 09:47 PM

Going based on what death said, in the frames version you're able to select which ID you want.

The main version is still hard coded to the ID 0 but to work with the frames system, has been moved to LOVE/data/0 as well.

#31 gamax92

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Posted 01 March 2014 - 01:55 AM

So, thanks to Michiyo, I got a new system for building executables.
It's just a simple batch file that grabs the latest source code from github and packages/builds everything needed.

You can grab these executables from the builds page.

Check builddate.txt for when these builds were made.

Also, because of this builddate.txt, CCLite can also check the builddate.txt from the builds site and tell the user to update (can be disabled :P)

Edited by gamax92, 01 March 2014 - 07:07 PM.


#32 JoeNoIce

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Posted 02 March 2014 - 05:19 PM

can you make a mac or jar version?

#33 gamax92

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Posted 02 March 2014 - 06:03 PM

I don't have a mac to test on, but I'll try to get a working build system for it.

Jar version are impossible, for one this isn't in Java. My code isn't java and Love2D isn't java.

EDIT: So, I have mac builds. But I'm not paying Apple $100/year to get a proper license for them.
To use these builds, you need to right click on them and select Open, then you can ignore the warning.
You can also disable the warning system entirely but I don't recommend doing this

Edited by gamax92, 02 March 2014 - 09:41 PM.


#34 bigspaceballs

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Posted 09 March 2014 - 03:22 PM

Umm... your 1.6 beta version's link is broken.

#35 Alice

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Posted 10 March 2014 - 03:21 PM

Look through the repo, download a zip, rename it to a .love file, ???, profit.

#36 gamax92

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Posted 10 March 2014 - 08:30 PM

Sorry, I was advised not to put .love files in my repo because github will hate me. So for testing the 1.6 Beta CCLite, just download this:

https://github.com/g...te_1_6_beta.zip

Take the CONTENTS of the src folder, put it in a zip. rename the .zip to .love, and done.
Alternatively, just drag the src folder on top of love.exe

Also, I don't really want people using that version of CCLite, so please be aware my current focus is the normal version and the frames version.

Edited by gamax92, 10 March 2014 - 08:31 PM.


#37 Alice

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Posted 12 March 2014 - 06:57 PM

So I've been messing around on my Android tablet, and noticed that the keyboard doesn't have a ctrl key. I suggest downloading a keyboard software ( I heard of one, hacker keyboard - has all keys a standard keyboard has ) to run it.
Installing


#38 Pharap

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Posted 12 March 2014 - 11:31 PM

View Postgamax92, on 23 January 2014 - 05:35 PM, said:

Lua's tonumber locks the output from 0 to 4294967295 (2^32-1), LuaJ doesnt. I've done a patch that enables the output to go from -4294967295 to 4294967295

That's because it's turning them into ints instead of floats.
Can't really get around that without access to the love2D's Lua VM's source code.
If you do have access to it though, it should be easy to fix.

#39 gamax92

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Posted 13 March 2014 - 01:21 AM

Yes, it is possible to get the source code of luajit, which is what love2d uses. No, I don't want to scan though crap tons of assembly code to fix that. No, I don't want to release a special version of Love2D just to fix that.

However, I would make CCLite use a custom version of Love2D, if I could re enable killing threads on demand. The ability to kill threads on demand would allow me to get past a bug with infinite infinte loops.

Edited by gamax92, 13 March 2014 - 01:22 AM.


#40 Pharap

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Posted 16 March 2014 - 07:31 PM

View Postgamax92, on 13 March 2014 - 01:21 AM, said:

Yes, it is possible to get the source code of luajit, which is what love2d uses. No, I don't want to scan though crap tons of assembly code to fix that. No, I don't want to release a special version of Love2D just to fix that.

However, I would make CCLite use a custom version of Love2D, if I could re enable killing threads on demand. The ability to kill threads on demand would allow me to get past a bug with infinite infinte loops.

If I get time at a later date I'll look into it properly, but after having a quick scan of both Love2D and LuaJit's sources, I expect Love2D is using a configuration of LuaJit that doesn't use doubles for numbers (probably it uses SDL a lot, which doesn't really use doubles much). Finding the issue seems more difficult than fixing it though since the source code for both is quite messy.





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