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The early stages of my Computercraft emulator


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#21 Admicos

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Posted 21 October 2016 - 08:28 PM

View PostPiorjade, on 21 October 2016 - 07:08 PM, said:

Will we be able to use custom CC versions with this?
Or does it implement CC?
It "implements" cc, so nothing to do with the original jar other than the bios files, but it's still incomplete (just the events missing, but i'll try to fix it later)

#22 Admicos

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Posted 22 March 2017 - 12:14 PM



So, i got events working to the point where you can type into the shell, but they are still buggy and most events do not exist.
And due to LWJGL and Pygame having different key codes, most non-letter keys do not work. If they worked, the cc shell would probably run without problems though.

EDIT: So, i made the events work faster by making the event queue return the last item instead of the first item. But i still need to implement proper key mapping and the rest of the events

Edited by Admicos, 22 March 2017 - 07:32 PM.


#23 Admicos

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Posted 23 March 2017 - 06:57 PM

The current state of the emulator:


Considering the emulator couldn't even handle keypresses yesterday, this is some good progress right here!

Edited by Admicos, 23 March 2017 - 06:58 PM.


#24 Admicos

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Posted 18 May 2017 - 07:33 AM

Pretty late update: I changed the renderer from using TTF fonts to using CC's term_font.png file. So the current rendering is pretty accurate i'd say.

Posted Image

Now I need to do key combinations, but I think that will need seperate files for each keyboard layout unless I can find a way to do it easier.





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