Gamax92's CCLite ComputerCraft Emulato...
gamax92 16 Mar 2014
Currently, Any 32bit OS and 64bit windows will have it dropped down to 32bit.
Mac and 64bit linux iirc should have it dropped to 52bit.
Edited by gamax92, 16 March 2014 - 07:45 PM.
Mac and 64bit linux iirc should have it dropped to 52bit.
Edited by gamax92, 16 March 2014 - 07:45 PM.
freeapps 25 Mar 2014
Maybe someone can program in FreeBASIC. I made a very little program (specially for a DOS system) that can run Lua files, but currently most of the APIs are not implented yet.
My dream is to get ComputerCraft as an alternating system running on FreeDOS. So that means you could use ComputerCraft on every device with DOSBox (or MS-DOS) installed.
The only problems are, that i have no power to learn in FreeBASIC and programming for the CC-Emulator for Dos then.
My dream is to get ComputerCraft as an alternating system running on FreeDOS. So that means you could use ComputerCraft on every device with DOSBox (or MS-DOS) installed.
The only problems are, that i have no power to learn in FreeBASIC and programming for the CC-Emulator for Dos then.
Engineer 28 Mar 2014
Csstform 28 Mar 2014
Pocket Computer - I'm too lazy to type it all out on my ipod
Agoldfish 28 Mar 2014
Look where that got you, you have to type twice as much now. XD
apemanzilla 28 Mar 2014
Csstform 28 Mar 2014
But, I would like a option so that I dont have to manually set a screen size.
gamax92 05 Apr 2014
Updated CCLite to CC1.62
Pocket Computer are still not supported yet
Also, I've been feeling large unmotivated to work on anything lately, sorry this took so long.
Pocket Computer are still not supported yet
Also, I've been feeling large unmotivated to work on anything lately, sorry this took so long.
Engineer 05 Apr 2014
Can you take a look at this issue?
https://github.com/g...cclite/issues/4
https://github.com/g...cclite/issues/4
gamax92 05 Apr 2014
Realistically, that can only be fixed in the single computer version.
I don't know how modifying the string table gets to the strings, it doesn't have a metatable on it or anything.
Making it so that the emulated environment uses the real string table poses a problem in the multiple computers version, where each computer would share the same string api.
I don't know how modifying the string table gets to the strings, it doesn't have a metatable on it or anything.
Making it so that the emulated environment uses the real string table poses a problem in the multiple computers version, where each computer would share the same string api.
gamax92 05 Apr 2014
Just moved Computer state (not api things) out of api, so labels stays during session and peripherals stay in frames version.
apemanzilla 08 Apr 2014
I think there may be a bug in the love2d side of this with string wild cards. Try running the "chat" program and you'll see it error on line 313.
axel.codeFail() 09 Apr 2014
gamax92, on 23 January 2014 - 07:36 PM, said:
The basics for the virtual peripheral is this:
call is for peripheral.call and should be used for things you want to do normally in lua.
ccliteCall is for cclite.call and should be used to do things one would normally do in the minecraft world.
For example, diskDrive has "diskLoad" which configures the kind of "virtual disk" is in the fake drive.
When you've made one, just throw it in the peripheral folder inside the .love and it should be avaliable for you to use.
function peripheral.base.dummy() local obj = {} obj.type = "dummy" -- same name as peripheral.(this thing) function obj.getMethods() return {} end function obj.ccliteGetMethods() return {} end function obj.call(sMethod, ...) local tArgs = {...} if sMethod == "blah" then -- do stuff end end function obj.ccliteCall(sMethod, ...) local tArgs = {...} if sMethod == "blah" then -- do stuff end end return obj end peripheral.types.dummy = "dummyblock" -- dummy is the same as obj.type, "dummyblock" is what peripheral.getType sees.
call is for peripheral.call and should be used for things you want to do normally in lua.
ccliteCall is for cclite.call and should be used to do things one would normally do in the minecraft world.
For example, diskDrive has "diskLoad" which configures the kind of "virtual disk" is in the fake drive.
When you've made one, just throw it in the peripheral folder inside the .love and it should be avaliable for you to use.
What are the peripherals that you have implemented into CCLite already?
Graypup 14 Apr 2014
Found a bug in http support. Temporarily hosting a demo site so that it can be fixed.
ACTUAL RESULT: http.get returning nil instantly
Server code, in nodejs:
local h = http.get("http://ma.sdf.org:1254") print(h.readAll())EXPECTED RESULT: http.get taking 5 seconds
ACTUAL RESULT: http.get returning nil instantly
Server code, in nodejs:
var h = require('http') var s = h.createServer(function (req, resp) { req.on('data', function(datas) { console.log('Got: ' + datas) }) var body = 'yaaays\r\n' setTimeout(function () { resp.writeHead(200, {'Content-Length' : body.length, 'Content-Type' : 'text/plain'}) resp.end(body) }, 5000) }) console.log('running') s.listen(1254)
RoD 15 Apr 2014
I am using this in android, and its really good I just want to point out a few things:
- You should add some arrow buttons into the screen so people can move arround in edit mode
- You should add a ctrl button as well
apemanzilla 15 Apr 2014
RoD, on 15 April 2014 - 08:03 PM, said:
I am using this in android, and its really good I just want to point out a few things:
- You should add some arrow buttons into the screen so people can move arround in edit mode
- You should add a ctrl button as well
RoD 15 Apr 2014
Really? If you could do that i would be really grateful And i use this emulator more on android than pc, for pc i use the original mod and sometimes tomass1996's CCEmu.