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[Official] CCLite - Lightweight CC Emulator

Started by Sorroko, 12 June 2013 - 01:49 PM
Sorroko #1
Posted 12 June 2013 - 03:49 PM
CCLite
A lightweight emulator for computercraft!

Screenshots:
Spoiler

Download:
Downloads have moved to github, you can always find the latest version at:
https://github.com/S...cclite/releases

There are downloads for OSX, Windows (32 and 64 bit) and as a love file. (Android apk coming soon!)

Previous Versions:
SpoilerBETA-0.3.0: Download .love - Bug fixes and improvements, fs api is much better! (improved cursor thanks to Grav)
BETA-0.2.2: Download .love - Fixes OSX crashes and improved font rendering (Thanks to GravityScore)

BETA-0.2.1: Download .love - Fixes HTTP api redirection

BETA-0.2.0: Download .love - Now has the HTTP api! More of the fs api, and a couple of fixes!

BETA-0.1.0: Download .love
Source code: https://github.com/Sorroko/cclite

FAQs (How to use):
FAQs have moved to the project page at https://github.com/Sorroko/cclite
SpoilerQ: How do I run this .love file?
A: You need to go to love2d.org and download the latest version of love (0.9.0) for you OS, then double click the .love file. If the .love file doesn't run please read love2d wiki to find more detailed instructions, specific to your OS.

Q: Where do my files get saved?
A: They are saved in the following places depending on your OS:
  • Windows XP: C:\Documents and Settings\user\Application Data\LOVE\ or %appdata%\LOVE\
  • Windows Vista and 7: C:\Users\user\AppData\Roaming\LOVE or %appdata%\LOVE\
  • Linux: $XDG_DATA_HOME/love/ or ~/.local/share/love/
  • Mac: /Users/user/Library/Application Support/LOVE/
In the "LOVE/" folder you will find a data folder containing all your files.


Issues:
I need your help in tracking down issues!
Report them at: https://github.com/S...o/cclite/issues

Suggestions on the program are more than welcome! I'd love to hear some feedback from you! ;)/>
Edited on 08 March 2014 - 12:01 PM
ETHANATOR360 #2
Posted 12 June 2013 - 04:11 PM
cool
nutcase84 #3
Posted 12 June 2013 - 04:21 PM
Can't wait!! This is exactly what I've been waiting for!!
superaxander #4
Posted 13 June 2013 - 01:40 AM
This is quite nice! Good job.
jesusthekiller #5
Posted 13 June 2013 - 02:19 AM
Will be Linux/Ubuntu support?
GravityScore #6
Posted 13 June 2013 - 03:54 AM
Will be Linux/Ubuntu support?

It's written using Lua LOVE, which from memory does support Linux/Ubuntu.
jesusthekiller #7
Posted 13 June 2013 - 04:09 AM
Oh, cool :)/>
Imque #8
Posted 13 June 2013 - 04:12 AM
lol, did anyone see the bios.lua program?
jesusthekiller #9
Posted 13 June 2013 - 04:55 AM
Why do you ask?
theoriginalbit #10
Posted 13 June 2013 - 04:57 AM
it shouldn't be listed with the `programs` or `ls` commands…
Imque #11
Posted 13 June 2013 - 05:17 AM
Yea, your right.
jesusthekiller #12
Posted 13 June 2013 - 05:54 AM
Oh, I see… Capitan, we have a deep over here :ph34r:/>
Pinkishu #13
Posted 13 June 2013 - 05:55 AM
Another issue with this would be that it doesnt emulate LuaJ bugs unless you make it do so :P/>
jesusthekiller #14
Posted 13 June 2013 - 05:57 AM
lol. But it is true tho…
I.e. what bugs? :P/>
theoriginalbit #15
Posted 13 June 2013 - 06:00 AM
Another issue with this would be that it doesnt emulate LuaJ bugs unless you make it do so :P/>
The only real LuaJ bug that I can think of that would be worth `emulating` is that weird string bug with os.pullEvent where it can't be a byte over, what was it, 128?
Sorroko #16
Posted 13 June 2013 - 06:25 AM
Heh, Thank you all for your support!

And yes bios.lua and rom are listed as programs :P/> It's a fs.list bug which I'll get down to fixing asap ;)/>

I will try to get a pre release out soon, It's compatible with all os' that LOVE supports, you can get builds for Windows, Mac and Ubuntu, for other linux distros you will need to build from source.

I'll post some more screenshots later, going to add some things to the UI.
Kingdaro #17
Posted 13 June 2013 - 06:31 AM
Gah, you beat me to it. :lol:/> Great work! :D/>
Pinkishu #18
Posted 13 June 2013 - 06:36 AM
string:find returning wrong indexes or something like that, can't remember exactly <.<
nutcase84 #19
Posted 13 June 2013 - 08:38 AM
Your not going to make it support multiple computers, are you? If so, it would suck. :(/>
Jarle212 #20
Posted 13 June 2013 - 08:41 AM
Your not going to make it support multiple computers, are you? If so, my dreams would be crushed. :(/>
LOL wut?
jesusthekiller #21
Posted 13 June 2013 - 08:46 AM
Your not going to make it support multiple computers, are you? If so, my dreams would be crushed. :(/>

Have you heard about CC-Emu or CC-Desk?
theoriginalbit #22
Posted 13 June 2013 - 08:47 AM
Your not going to make it support multiple computers, are you? If so, my dreams would be crushed. :(/>
LOL wut?
Rephrase:
Are you going to make it so I can have multiple computers open at once? If not, my dreams will be crushed. :(/>

Have you heard about CC-Emu or CC-Desk?
CC-Emu is discontinued and will never be upgraded to new versions of CC.
jesusthekiller #23
Posted 13 June 2013 - 09:07 AM
But is funny :ph34r:/>
Sorroko #24
Posted 13 June 2013 - 09:49 AM
Well, enough about trolls :P/> , and no I will not be supporting multiple computers until LOVE supports multiple windows.

I have another little teaser for you, I solved that fs bug as well as added a few new features: the cursor blinks, a handful of fs improvements, os.shutdown and os.reboot support, key shortcuts such as ctrl + s and ctrl + r.



What do you guys think about the bar along the bottom, I'm open to suggestions on how to make it look nicer, I just needed to do something for now to allow turning on/off!

A few more things to implements, the last major one is term.scroll after that I'll release a preview for all you lot to test and/or crash ;)/>

Also, the bios and programs are run in a coroutine, is there anyway to force the coroutine to yield? I'm guessing not?
jesusthekiller #25
Posted 13 June 2013 - 09:58 AM
Nah, bar does not fit really…

Make bar do instant CTRL + something and I'll be happy :P/>

And make that FPS counter be togglable :)/>
theoriginalbit #26
Posted 13 June 2013 - 10:07 AM
I say put the FPS down on the bottom bar, instead of on the computer screen.
jesusthekiller #27
Posted 13 June 2013 - 10:09 AM
Good idea :)/>
Kingdaro #28
Posted 13 June 2013 - 10:10 AM
Instead of having multiple windows within one game instance, why not make it so that opening the program again opens a new computer? You could just open the program again, and have the ability to change IDs. Bam, two different computers. You're on your own with rednet communication though. :P/>

Also, the bios and programs are run in a coroutine, is there anyway to force the coroutine to yield? I'm guessing not?
Force it how? On a keypress?
Sorroko #29
Posted 13 June 2013 - 10:12 AM
Nah, bar does not fit really…

Make bar do instant CTRL + something and I'll be happy :P/>

And make that FPS counter be togglable :)/>

That's a good idea, I'll add reboot and terminate buttons. And yeah, I don't really like the bar either, but I need a way to turn it on. :P/>
Sorroko #30
Posted 13 June 2013 - 10:16 AM
Instead of having multiple windows within one game instance, why not make it so that opening the program again opens a new computer? You could just open the program again, and have the ability to change IDs. Bam, two different computers. You're on your own with rednet communication though. :P/>

Also, the bios and programs are run in a coroutine, is there anyway to force the coroutine to yield? I'm guessing not?
Force it how? On a keypress?

Yeah running seperate instances and making them talk to each other would be a nightmare ;)/>
Force it as in vanilla, "too long without yielding"

Also, The FPS is a debug option, but I'll move it to the bar
jesusthekiller #31
Posted 13 June 2013 - 10:21 AM
Make pressing any key to turn it on :P/>
Kingdaro #32
Posted 13 June 2013 - 11:43 AM
Force it as in vanilla, "too long without yielding"
Hm…you could try running files in a separate thread.
nutcase84 #33
Posted 13 June 2013 - 02:42 PM
I don't know why some people don't understand what I said, but whatever. I don't think I'm a trool. If I am, sorry. Will this be open source? I would love to make something out of this when it's done.
Sorroko #34
Posted 13 June 2013 - 04:00 PM
I don't know why some people don't understand what I said, but whatever. I don't think I'm a trool. If I am, sorry. Will this be open source? I would love to make something out of this when it's done.
Lua isn't very closed source in general so yes I'll probably be making this open source, I'm fine with you using it however you like as long as you give me a bit of credit ;)/>.
I also saw your post about wanting to distribute a program outside of cc, not sure why, but anyhow this can easily be done (you will still want to load the bios though since it contains parts of the cc api).

Also, I'll be (hopefully) releasing a version tomorrow, I don't think I'll include it in tomorrows version but I have thought of a more efficient way of rendering which I will add soon, along with threads. I completely glanced over that part of the LOVE api, thanks Kingdaro for pointing that out!
PixelToast #35
Posted 14 June 2013 - 01:00 PM
o.o i knew it was possible but it might break because LuaJ has "[acronym='massive bugs']features[/acronym]" that C lua dosent
this easialy allows you to write awesome graphics to the screen :D/>
and because its love2d you can edit its code easialy instead of having pesky decompilers
(if you didnt know, .love files are actually .zip files with source files inside)
you can convert a .love to a exe by copying them together with -b
Sorroko #36
Posted 14 June 2013 - 03:50 PM
Just released a beta, currently only distributing as a .love file.

There is still lots to do and there is probably lots of bugs too. Please report all the bugs you find, and I'll give you a virtual cookie! ;)/>

I removed the bar along the bottom, and as I'm writing this I have realised that I have not disabled debug (EDIT: All fixed :)/> )

Suggestions for a name are also appreciated, not sure what to call it yet (I've gone with "cclove" for now).
jesusthekiller #37
Posted 14 June 2013 - 04:02 PM
Woo! Download :-)
nutcase84 #38
Posted 14 June 2013 - 07:29 PM
Awesome! A bit buggy, but truly awesome!
Shazz #39
Posted 14 June 2013 - 08:56 PM
Just released a beta, currently only distributing as a .love file.

There is still lots to do and there is probably lots of bugs too. Please report all the bugs you find, and I'll give you a virtual cookie! ;)/>

I removed the bar along the bottom, and as I'm writing this I have realised that I have not disabled debug (EDIT: All fixed :)/> )

Suggestions for a name are also appreciated, not sure what to call it yet (I've gone with "cclove" for now).

What about ccLite?
Engineer #40
Posted 14 June 2013 - 09:10 PM
I really like this, especially since it is written in lua. And I have to say I love open source! :D/>
The only thing that is bugging me, is the font rendering. When you have time to sort that out, I think you have a pretty good simulator right there.

Please keep updating this, it has very much potential! And for the name, make it something easy so peoplecan remember it. Also putting in the name what it does in the name is a very good idea. I was thinking: "loveEmu for CC"

Edit: Also, I might want to help you out, but only if you want it. Because it seemse very fun to work on something like this!
Sorroko #41
Posted 15 June 2013 - 06:39 AM
I really like this, especially since it is written in lua. And I have to say I love open source! :D/>
The only thing that is bugging me, is the font rendering. When you have time to sort that out, I think you have a pretty good simulator right there.

Please keep updating this, it has very much potential! And for the name, make it something easy so peoplecan remember it. Also putting in the name what it does in the name is a very good idea. I was thinking: "loveEmu for CC"
Yeah the font isn't designed to be fixed width so some of the spacing is a bit borked, and the cursor needs some tweaking too. I'll keep playing around with words to try and come up with a name, I agree that it should be memorable though.

Edit: Also, I might want to help you out, but only if you want it. Because it seemse very fun to work on something like this!
Yeah sure! I think it's good to collaboration, I'll upload to github in a minute. ;)/>
EDIT: The repo is here: https://github.com/Sorroko/cclite
jesusthekiller #42
Posted 15 June 2013 - 01:08 PM
You might want to work on font… (look at i, t and l)

Kingdaro #43
Posted 15 June 2013 - 01:11 PM
Also note how (in vanilla CC) there are spaces on the borders of the screen, where the cells are slightly larger than they are near the middle.
jesusthekiller #44
Posted 15 June 2013 - 01:23 PM
True that!
Sorroko #45
Posted 15 June 2013 - 01:50 PM
Yeah the font… don't remind me :P/> And I'll make sure to include a border in the next update, however are the cells actually larger or is there just a small black margin? I think it's the latter but I'll have to check that.
Kingdaro #46
Posted 15 June 2013 - 01:58 PM


Yep.
Sorroko #47
Posted 15 June 2013 - 02:04 PM
Damn, shouldn't be too hard to add… but yet more rendering logic :P/>

Also does the emulator lag for you? Is it faster than CC, how much cpu does it use? (Not sure how to compare cpu usage though)
Shazz #48
Posted 15 June 2013 - 02:14 PM
Yeah sure! I think it's good to collaboration, I'll upload to github in a minute. ;)/>
EDIT: The repo is here: https://github.com/Sorroko/cclite

So you decided to go with ccLite? Cool! Anyway, this sure looks interesting, I'm sure a lot of people including me might start using this after you've fixed the bugs with it.
Kingdaro #49
Posted 15 June 2013 - 02:15 PM
I'm actually surprised at how damn speedy it is! (Though I shouldn't be, after all, it's just lua running under more lua, haha)
jesusthekiller #50
Posted 15 June 2013 - 02:22 PM
I'm aclua running under more lua

It's Luaception B)/>
jesusthekiller #51
Posted 15 June 2013 - 02:24 PM
Add CTRL+V (paste) :)/>


Pressing arrow does not move cursor quickly


Add http API and pastebin app
Kingdaro #52
Posted 15 June 2013 - 02:34 PM
For me, clicking seems to clicking seems to register an event at the pixel to the top left of the pixel you're actually clicking. Used this program to test:


while true do
	local ev, p1, p2, p3 = os.pullEvent()
	term.clear()
	if ev == 'mouse_click' then
		local button, x, y = p1, p2, p3
		term.setCursorPos(x, y)
		term.write(tostring(button))
	end
end
Sorroko #53
Posted 15 June 2013 - 05:17 PM
For me, clicking seems to clicking seems to register an event at the pixel to the top left of the pixel you're actually clicking. Used this program to test:


while true do
	local ev, p1, p2, p3 = os.pullEvent()
	term.clear()
	if ev == 'mouse_click' then
		local button, x, y = p1, p2, p3
		term.setCursorPos(x, y)
		term.write(tostring(button))
	end
end
Your quite right, I'll fix that in the next update

copy/pasting is not possible in love :/ I'll add repeating keys when held down. However I'm not sure if HTTP api is possible yet
Nuchaz #54
Posted 16 June 2013 - 03:16 AM
very cool! Looks like a fun way to work on some computercraft programs when on my portable that isn't fast enough for minecraft. Downloading! :)/>
jesusthekiller #55
Posted 16 June 2013 - 04:15 AM
W/o HTTP 50% of programs just won't work…
Mads #56
Posted 16 June 2013 - 05:47 AM
For me, clicking seems to clicking seems to register an event at the pixel to the top left of the pixel you're actually clicking. Used this program to test:


while true do
	local ev, p1, p2, p3 = os.pullEvent()
	term.clear()
	if ev == 'mouse_click' then
		local button, x, y = p1, p2, p3
		term.setCursorPos(x, y)
		term.write(tostring(button))
	end
end
Your quite right, I'll fix that in the next update

copy/pasting is not possible in love :/ I'll add repeating keys when held down. However I'm not sure if HTTP api is possible yet

It is very possible. Just edit the source of LÖVE, and add a function to read/write to the clipboard. Then register it with the Lua state.
Mads #57
Posted 16 June 2013 - 05:49 AM
For me, clicking seems to clicking seems to register an event at the pixel to the top left of the pixel you're actually clicking. Used this program to test:


while true do
	local ev, p1, p2, p3 = os.pullEvent()
	term.clear()
	if ev == 'mouse_click' then
		local button, x, y = p1, p2, p3
		term.setCursorPos(x, y)
		term.write(tostring(button))
	end
end
Your quite right, I'll fix that in the next update

copy/pasting is not possible in love :/ I'll add repeating keys when held down. However I'm not sure if HTTP api is possible yet

It is very possible. Just edit the source of LÖVE, and add a function to read/write to the clipboard. Then register it with the Lua state.
And as for HTTP, just use Luasockets. You will of course have to write the correct requests and responses, but that's not too hard.
Sorroko #58
Posted 16 June 2013 - 07:30 AM
-snip-
Hmm I would like to avoid distributing a custom love, and taken from the love forums:

Doesn't the language LÖve is written in for each OS have native OS commands to retrieve/send data from/to the clipboard? It's pretty standard stuff I would think.

They differ for each platform and would require pretty low-level stuff to get the needed info out of SDL too, basically, it's a whole lot of hassle for something that can break at any time.

The only alternative I could think of is using os.execute(), I'll think about it I suppose.
Mads #59
Posted 16 June 2013 - 08:06 AM
-snip-
Hmm I would like to avoid distributing a custom love, and taken from the love forums:

Doesn't the language LÖve is written in for each OS have native OS commands to retrieve/send data from/to the clipboard? It's pretty standard stuff I would think.

They differ for each platform and would require pretty low-level stuff to get the needed info out of SDL too, basically, it's a whole lot of hassle for something that can break at any time.

The only alternative I could think of is using os.execute(), I'll think about it I suppose.
Well, then, HTTP support should be easy.
Kingdaro #60
Posted 16 June 2013 - 08:49 AM
It is very possible. Just edit the source of LÖVE,
I'll just stop you right there because that's easier said than done. Though something does make me think that it's possible using io.popen with a special platform-specific command-line program, as I read a while ago on a tumblr post. I just haven't been able to find what that program is for anything other than OS X. I suppose I'll keep searching, because I'm curious of this too.

And yeah, HTTP support is pretty easy using luasocket.

local http = require 'socket.http'
local content = http.request('http://www.computercraft.info/')
print(content)
This prints out the content of the CC website to the console when used in LÖVE. http://w3.impa.br/~diego/software/luasocket/http.html
Sorroko #61
Posted 16 June 2013 - 10:21 AM
I researched a bit earlier and came across the socket module, found a nice wrapper for it too which handles requests as threads so they don't block the main thread. Just have to adapt it a bit to work. ;)/>

I'm also finishing up the fs api, which could do with some improvements. :P/>
jesusthekiller #62
Posted 16 June 2013 - 10:39 AM
Nice!
Sorroko #63
Posted 18 June 2013 - 11:08 AM
Should have updated sooner, new version (0.2.0) includes support for the HTTP api, adds fs.copy and fs.move (although they have not been tested and are 90% likely to break ;)/> ) and a couple of minor fixes.
superaxander #64
Posted 18 June 2013 - 11:16 AM
Can you build too long without yielding in?
Sorroko #65
Posted 18 June 2013 - 11:19 AM
Can you build too long without yielding in?
Yes, once I add threading I can in theory force the coroutine to stop, however not sure how difficult it will be to do that in practice, I will also need to reorganise my event system in order to communicate between threads. (As well as some other small implications.)

TL;DR Yes. ;)/>
nutcase84 #66
Posted 18 June 2013 - 12:26 PM


Tried to install Nut OS. :(/>
jesusthekiller #67
Posted 18 June 2013 - 02:05 PM
It's in deep alpha, Mr troll.
Sorroko #68
Posted 18 June 2013 - 02:17 PM
-snip-
-snip-
Haha, well I still managed to track down the bug ;)/>. HTTP api seems to ignore the redirect flag, so I added my own method of redirecting.

Updating download links with a patch version…
ardera #69
Posted 18 June 2013 - 02:35 PM
Somehow saving files doesn't work for me, only random lines get saved.

But I wanted to test how fast it is… So I tried this old program and limited r to 10000, and it reached r = 10000 after about 0 secs. (Normal in Vanilla CC: Too long without yielding error after 10 secs. with r = 500)
Geforce Fan #70
Posted 18 June 2013 - 02:40 PM
Wow, this is made with the same engine I use to program my standalone games! :o/>
Sorroko #71
Posted 18 June 2013 - 02:47 PM
Somehow saving files doesn't work for me, only random lines get saved.

But I wanted to test how fast it is… So I tried this old program and limited r to 10000, and it reached r = 10000 after about 0 secs. (Normal in Vanilla CC: Too long without yielding error after 10 secs. with r = 500)

I should mention I know about that bug, it only saves the very last line (normally an empty line). It's because writeLine currently doesn't work, I'm going to fix that asap though.
GravityScore #72
Posted 19 June 2013 - 11:08 PM
I love the idea, but this crashes for me as soon as I try to open the .love file. Not a Lua Love crash, an actual application crash. Is this designed to work on a mac? The default love program works fine, as do all my love experiments.

Crash report (courtesy of OSX):
Spoiler

Process:         love [61219]
Path:            /Applications/love.app/Contents/MacOS/love
Identifier:      org.love2d.love
Version:         0.8.0 (???)
Code Type:       X86-64 (Native)
Parent Process:  launchd [264]
User ID:         501

Date/Time:       2013-06-20 11:08:15.338 +0800
OS Version:      Mac OS X 10.8.3 (12D78)
Report Version:  10

Interval Since Last Report:          52020 sec
Crashes Since Last Report:           22
Per-App Crashes Since Last Report:   7
Anonymous UUID:                      C0397927-79AE-D370-08DB-F2EFFDEE6B06

Crashed Thread:  0  Dispatch queue: com.apple.main-thread

Exception Type:  EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000318

VM Regions Near 0x318:
--> 
    __TEXT                 0000000100000000-000000010010b000 [ 1068K] r-x/rwx SM=COW  /Applications/love.app/Contents/MacOS/love

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0   libGL.dylib                    0x00007fff8cba961f glGenTextures + 18
1   org.love2d.love                0x000000010003f263 0x100000000 + 258659
2   org.love2d.love                0x000000010003f1d7 0x100000000 + 258519
3   org.love2d.love                0x000000010003d1a7 0x100000000 + 250279
4   org.love2d.love                0x00000001000433d6 0x100000000 + 275414
5   org.lua.Lua                    0x00000001006fbd6e luaD_precall + 1147
6   org.lua.Lua                    0x0000000100709da4 luaV_execute + 212
7   org.lua.Lua                    0x00000001006fbf63 luaD_call + 95
8   org.lua.Lua                    0x00000001006fb625 luaD_rawrunprotected + 85
9   org.lua.Lua                    0x00000001006fc1e5 luaD_pcall + 74
10  org.lua.Lua                    0x00000001006f5019 lua_pcall + 99
11  org.lua.Lua                    0x00000001006f7a2e luaB_xpcall + 68
12  org.lua.Lua                    0x00000001006fbd6e luaD_precall + 1147
13  org.lua.Lua                    0x000000010070afdc luaV_execute + 4876
14  org.lua.Lua                    0x00000001006fbf63 luaD_call + 95
15  org.lua.Lua                    0x00000001006f4f9a lua_call + 38
16  org.love2d.love                0x0000000100002293 0x100000000 + 8851
17  org.love2d.love                0x0000000100058716 0x100000000 + 362262
18  com.apple.CoreFoundation       0x00007fff964cfeda _CFXNotificationPost + 2554
19  com.apple.Foundation           0x00007fff97202e26 -[NSNotificationCenter postNotificationName:object:userInfo:] + 64
20  com.apple.AppKit               0x00007fff8ec5c55d -[NSApplication _postDidFinishNotification] + 292
21  com.apple.AppKit               0x00007fff8ec5c296 -[NSApplication _sendFinishLaunchingNotification] + 216
22  com.apple.AppKit               0x00007fff8eea8076 -[NSApplication(NSAppleEventHandling) _handleAEOpenDocumentsForURLs:] + 356
23  com.apple.AppKit               0x00007fff8ec59064 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 327
24  com.apple.Foundation           0x00007fff9721c70b -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 308
25  com.apple.Foundation           0x00007fff9721c56d _NSAppleEventManagerGenericHandler + 106
26  com.apple.AE                   0x00007fff95213078 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*) + 307
27  com.apple.AE                   0x00007fff95212ed9 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 37
28  com.apple.AE                   0x00007fff95212d99 aeProcessAppleEvent + 318
29  com.apple.HIToolbox            0x00007fff92921709 AEProcessAppleEvent + 100
30  com.apple.AppKit               0x00007fff8ec55866 _DPSNextEvent + 1456
31  com.apple.AppKit               0x00007fff8ec54e22 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 128
32  com.apple.AppKit               0x00007fff8ec4c1d3 -[NSApplication run] + 517
33  org.love2d.love                0x0000000100058eb3 0x100000000 + 364211
34  org.love2d.love                0x0000000100001f74 0x100000000 + 8052

Thread 1:
0   libsystem_kernel.dylib         0x00007fff8e8f56d6 __workq_kernreturn + 10
1   libsystem_c.dylib              0x00007fff956bef4c _pthread_workq_return + 25
2   libsystem_c.dylib              0x00007fff956bed13 _pthread_wqthread + 412
3   libsystem_c.dylib              0x00007fff956a91d1 start_wqthread + 13

Thread 2:: Dispatch queue: com.apple.libdispatch-manager
0   libsystem_kernel.dylib         0x00007fff8e8f5d16 kevent + 10
1   libdispatch.dylib              0x00007fff8eae7dea _dispatch_mgr_invoke + 883
2   libdispatch.dylib              0x00007fff8eae79ee _dispatch_mgr_thread + 54

Thread 3:
0   libsystem_kernel.dylib         0x00007fff8e8f56d6 __workq_kernreturn + 10
1   libsystem_c.dylib              0x00007fff956bef4c _pthread_workq_return + 25
2   libsystem_c.dylib              0x00007fff956bed13 _pthread_wqthread + 412
3   libsystem_c.dylib              0x00007fff956a91d1 start_wqthread + 13

Thread 4:
0   libsystem_kernel.dylib         0x00007fff8e8f56d6 __workq_kernreturn + 10
1   libsystem_c.dylib              0x00007fff956bef4c _pthread_workq_return + 25
2   libsystem_c.dylib              0x00007fff956bed13 _pthread_wqthread + 412
3   libsystem_c.dylib              0x00007fff956a91d1 start_wqthread + 13

Thread 5:: com.apple.appkit-heartbeat
0   libsystem_kernel.dylib         0x00007fff8e8f5386 __semwait_signal + 10
1   libsystem_c.dylib              0x00007fff95746800 nanosleep + 163
2   libsystem_c.dylib              0x00007fff95746717 usleep + 54
3   com.apple.AppKit               0x00007fff8ee3a868 -[NSUIHeartBeat _heartBeatThread:] + 543
4   com.apple.Foundation           0x00007fff9724fcd2 __NSThread__main__ + 1345
5   libsystem_c.dylib              0x00007fff956bc7a2 _pthread_start + 327
6   libsystem_c.dylib              0x00007fff956a91e1 thread_start + 13

Thread 6:
0   libsystem_kernel.dylib         0x00007fff8e8f56d6 __workq_kernreturn + 10
1   libsystem_c.dylib              0x00007fff956bef4c _pthread_workq_return + 25
2   libsystem_c.dylib              0x00007fff956bed13 _pthread_wqthread + 412
3   libsystem_c.dylib              0x00007fff956a91d1 start_wqthread + 13

Thread 7:
0   libsystem_kernel.dylib         0x00007fff8e8f5386 __semwait_signal + 10
1   libsystem_c.dylib              0x00007fff95746800 nanosleep + 163
2   SDL                            0x00000001006b7aa6 SDL_Delay + 92
3   SDL                            0x00000001006b7b1f 0x100689000 + 191263
4   SDL                            0x00000001006ac31a 0x100689000 + 144154
5   SDL                            0x00000001006b7967 0x100689000 + 190823
6   libsystem_c.dylib              0x00007fff956bc7a2 _pthread_start + 327
7   libsystem_c.dylib              0x00007fff956a91e1 thread_start + 13

Thread 8:: com.apple.audio.IOThread.client
0   libsystem_kernel.dylib         0x00007fff8e8f3686 mach_msg_trap + 10
1   libsystem_kernel.dylib         0x00007fff8e8f2c42 mach_msg + 70
2   com.apple.audio.CoreAudio      0x00007fff8e8b14b0 HALC_IOContext_Start + 116
3   com.apple.audio.CoreAudio      0x00007fff8e8b0372 HALC_ProxyIOContext::IOWorkLoop() + 306
4   com.apple.audio.CoreAudio      0x00007fff8e8b01a1 HALC_ProxyIOContext::IOThreadEntry(void*) + 83
5   com.apple.audio.CoreAudio      0x00007fff8e8b0069 HALB_IOThread::Entry(void*) + 75
6   libsystem_c.dylib              0x00007fff956bc7a2 _pthread_start + 327
7   libsystem_c.dylib              0x00007fff956a91e1 thread_start + 13

Thread 9:
0   libsystem_kernel.dylib         0x00007fff8e8f5386 __semwait_signal + 10
1   libsystem_c.dylib              0x00007fff95746800 nanosleep + 163
2   SDL                            0x00000001006b7aa6 SDL_Delay + 92
3   org.love2d.love                0x000000010001026e 0x100000000 + 66158
4   org.love2d.love                0x0000000100060c95 0x100000000 + 396437
5   SDL                            0x00000001006ac31a 0x100689000 + 144154
6   SDL                            0x00000001006b7967 0x100689000 + 190823
7   libsystem_c.dylib              0x00007fff956bc7a2 _pthread_start + 327
8   libsystem_c.dylib              0x00007fff956a91e1 thread_start + 13

Thread 0 crashed with X86 Thread State (64-bit):
  rax: 0x00007fff7d156268  rbx: 0x000000010b146380  rcx: 0x0000000000000001  rdx: 0x00007fff5fbfeafc
  rdi: 0x0000000000000001  rsi: 0x0000000000000000  rbp: 0x00007fff5fbfeab0  rsp: 0x00007fff5fbfeab0
   r8: 0x000000000000000a   r9: 0x00000000cd991f66  r10: 0x00007fff9910b1bd  r11: 0x00007fff8cba960d
  r12: 0x00007fff5fbfeb88  r13: 0x000000010b1458e0  r14: 0x00007fff5fbfeafc  r15: 0x000000010b146d80
  rip: 0x00007fff8cba961f  rfl: 0x0000000000010206  cr2: 0x0000000000000318
Logical CPU: 2

Binary Images:
       0x100000000 -        0x10010afff +org.love2d.love (0.8.0 - ???) <55884D60-FF21-38B1-B1AF-A29D0FF7D2AA> /Applications/love.app/Contents/MacOS/love
       0x100136000 -        0x1001f4fe7 +com.yourcompany.IL (1.0 - 1) <252183F9-B853-3F05-802E-DAE8F7D2C690> /Applications/love.app/Contents/Frameworks/IL.framework/Versions/A/IL
       0x1002bd000 -        0x100584fff +org.xiph.vorbis (1.2.3 - 1.2.3) <9DA8A1B1-9C55-34CF-B885-F373BA862C81> /Applications/love.app/Contents/Frameworks/Vorbis.framework/Versions/A/Vorbis
       0x1005bd000 -        0x1005e8fff  com.apple.audio.OpenAL (1.6 - 1.6) <0FBA7491-B817-39EE-8898-FF88C9485B50> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
       0x1005f9000 -        0x10067dff7 +org.freetype.FreeType (2.4.3 - 243) <CA9CDEEB-E0F5-3B5C-A6E0-0BBB23576740> /Applications/love.app/Contents/Frameworks/FreeType.framework/Versions/A/FreeType
       0x100689000 -        0x1006e0fff +SDL (1.2.14 - 1.2.14) <C726704D-C3D9-37D1-800E-9D92D9870EAE> /Applications/love.app/Contents/Frameworks/SDL.framework/Versions/A/SDL
       0x1006f3000 -        0x100715ff7 +org.lua.Lua (1.0 - 1) <110B6824-6041-328F-8559-AEC2997F911C> /Applications/love.app/Contents/Frameworks/Lua.framework/Versions/A/Lua
       0x10071f000 -        0x100722fff +org.xiph.ogg (1.1.4 - 1.1.4) <04D2EFA2-8B0C-3CD4-9400-9AD518AA208A> /Applications/love.app/Contents/Frameworks/Ogg.framework/Versions/A/Ogg
       0x100725000 -        0x100744ff7 +org.icculus.physfs (1.0 - 1) <545A393F-CE8F-3FA3-87FF-C288A699128E> /Applications/love.app/Contents/Frameworks/physfs.framework/Versions/A/physfs
       0x10074e000 -        0x10078dff7 +net.sourceforge.libmodplug (1.0 - 1) <AF1BB950-8E55-3D7A-89BC-44D24217A325> /Applications/love.app/Contents/Frameworks/libmodplug.framework/Versions/A/libmodplug
       0x10081b000 -        0x100861fe7 +mpg123 (30.6) <BECBE914-3AFF-3F25-AFCF-8513542E819E> /Applications/love.app/Contents/Frameworks/mpg123.framework/Versions/A/mpg123
       0x1022d5000 -        0x1022dafff  com.apple.audio.AppleHDAHALPlugIn (2.3.7 - 2.3.7fc4) <39BF351C-010A-3CBB-AE72-265C5C809E1B> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn
       0x107d13000 -        0x107e68ff7  com.apple.audio.units.Components (1.8 - 1.8) <CF8813FC-2BF8-33F6-AA0E-8F0529B32081> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio
    0x7fff66d59000 -     0x7fff66d8d93f  dyld (210.2.3) <A40597AA-5529-3337-8C09-D8A014EB1578> /usr/lib/dyld
    0x7fff8bed4000 -     0x7fff8bee2ff7  libsystem_network.dylib (77.10) <0D99F24E-56FE-380F-B81B-4A4C630EE587> /usr/lib/system/libsystem_network.dylib
    0x7fff8bee3000 -     0x7fff8bee8fff  com.apple.OpenDirectory (10.8 - 151.10) <CF44120B-9B01-32DD-852E-C9C0E1243FC0> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory
    0x7fff8bef5000 -     0x7fff8c2eefe7  com.apple.MediaToolbox (1.0 - 926.87) <8346DAFC-88E5-350E-90E1-C98B180488C2> /System/Library/Frameworks/MediaToolbox.framework/Versions/A/MediaToolbox
    0x7fff8c385000 -     0x7fff8c3b3fff  com.apple.CoreServicesInternal (154.2 - 154.2) <3E6196E6-F3B4-316F-9E1F-13B6B9694C7E> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal
    0x7fff8c620000 -     0x7fff8c62bff7  com.apple.DisplayServicesFW (2.7.2 - 357) <EC87A00D-FE9C-3CFE-A98C-063C3D23085A> /System/Library/PrivateFrameworks/DisplayServices.framework/Versions/A/DisplayServices
    0x7fff8c62c000 -     0x7fff8c64eff7  libxpc.dylib (140.42) <BBE558BD-5E55-35E4-89ED-1AA6B056D05A> /usr/lib/system/libxpc.dylib
    0x7fff8c64f000 -     0x7fff8c7eafef  com.apple.vImage (6.0 - 6.0) <FAE13169-295A-33A5-8E6B-7C2CC1407FA7> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage
    0x7fff8c7eb000 -     0x7fff8c7eefff  libRadiance.dylib (849) <F7D9A0FD-1195-34CB-BFE5-79DAF3F40AC3> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib
    0x7fff8c7ef000 -     0x7fff8c7fcff7  com.apple.NetAuth (4.0 - 4.0) <F5BC7D7D-AF28-3C83-A674-DADA48FF7810> /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth
    0x7fff8c7fd000 -     0x7fff8c80afff  libbz2.1.0.dylib (29) <CE9785E8-B535-3504-B392-82F0064D9AF2> /usr/lib/libbz2.1.0.dylib
    0x7fff8c80b000 -     0x7fff8caafff7  com.apple.CoreImage (8.2.4 - 1.0.1) <4A6B017F-B9F7-36DA-943D-A95611F147EA> /System/Library/Frameworks/QuartzCore.framework/Versions/A/Frameworks/CoreImage.framework/Versions/A/CoreImage
    0x7fff8cabf000 -     0x7fff8cabffff  com.apple.ApplicationServices (45 - 45) <A3ABF20B-ED3A-32B5-830E-B37831A45A80> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices
    0x7fff8cac1000 -     0x7fff8cb86ff7  com.apple.coreui (2.0 - 181.1) <83D2C92D-6842-3C9D-9289-39D5B4554C3A> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI
    0x7fff8cb87000 -     0x7fff8cba7fff  libPng.dylib (849) <F4C23A55-F17B-3E4F-9E80-BC97F778BA49> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib
    0x7fff8cba8000 -     0x7fff8cbbffff  libGL.dylib (8.7.25) <15F5CB64-847B-3D3D-9663-E0523F15F513> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib
    0x7fff8cde8000 -     0x7fff8ce27ff7  com.apple.QD (3.42 - 285) <8DF36FCA-C06B-30F4-A631-7BE2FF7E56D1> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD
    0x7fff8d0bc000 -     0x7fff8d357fff  com.apple.JavaScriptCore (8536 - 8536.28.10) <BC911515-D051-3E2E-8E57-D36878407C60> /System/Library/Frameworks/JavaScriptCore.framework/Versions/A/JavaScriptCore
    0x7fff8d358000 -     0x7fff8d35bff7  libdyld.dylib (210.2.3) <F59367C9-C110-382B-A695-9035A6DD387E> /usr/lib/system/libdyld.dylib
    0x7fff8d369000 -     0x7fff8d404fff  com.apple.CoreSymbolication (3.0 - 117) <C304FDB8-2FF7-34BC-858A-2B96C2B039D5> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication
    0x7fff8d405000 -     0x7fff8d45aff7  libTIFF.dylib (849) <C4D0E196-9319-319B-AF72-8B63FB5AF71B> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libTIFF.dylib
    0x7fff8d45b000 -     0x7fff8d55dfff  libJP2.dylib (849) <4EEA33EB-AF9F-365D-A572-F7D11AD1C76F> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJP2.dylib
    0x7fff8d57c000 -     0x7fff8d5d3ff7  com.apple.ScalableUserInterface (1.0 - 1) <F1D43DFB-1796-361B-AD4B-39F1EED3BE19> /System/Library/Frameworks/QuartzCore.framework/Versions/A/Frameworks/ScalableUserInterface.framework/Versions/A/ScalableUserInterface
    0x7fff8d5d5000 -     0x7fff8d5d6fff  libsystem_blocks.dylib (59) <D92DCBC3-541C-37BD-AADE-ACC75A0C59C8> /usr/lib/system/libsystem_blocks.dylib
    0x7fff8d781000 -     0x7fff8e1116ff  com.apple.CoreGraphics (1.600.0 - 331.0.4) <4953961C-96DC-39D7-ADF5-B767F2A7E4E1> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics
    0x7fff8e244000 -     0x7fff8e26cfff  libJPEG.dylib (849) <5C9052F6-D0B3-39CC-8302-468B43D694D5> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib
    0x7fff8e26d000 -     0x7fff8e2c9fff  com.apple.QuickLookFramework (4.0 - 555.5) <8B9EAC35-98F3-3BF0-8B15-3A5FE39F150A> /System/Library/Frameworks/QuickLook.framework/Versions/A/QuickLook
    0x7fff8e2d4000 -     0x7fff8e372ff7  com.apple.ink.framework (10.8.2 - 150) <84B9825C-3822-375F-BE58-A753444FBDE2> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink
    0x7fff8e413000 -     0x7fff8e425ff7  libz.1.dylib (43) <2A1551E8-A272-3DE5-B692-955974FE1416> /usr/lib/libz.1.dylib
    0x7fff8e426000 -     0x7fff8e47ffff  com.apple.ImageCaptureCore (5.0.2 - 5.0.2) <D6A71984-8FA2-3964-87C6-1936460FDF8C> /System/Library/Frameworks/ImageCaptureCore.framework/Versions/A/ImageCaptureCore
    0x7fff8e480000 -     0x7fff8e680fff  libicucore.A.dylib (491.11.2) <FD6282D8-DF3F-3842-8C2E-CF478D2B9669> /usr/lib/libicucore.A.dylib
    0x7fff8e6d1000 -     0x7fff8e6d3ff7  com.apple.print.framework.Print (8.0 - 258) <34666CC2-B86D-3313-B3B6-A9977AD593DA> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print
    0x7fff8e6d4000 -     0x7fff8e6e3ff7  libxar.1.dylib (105) <370ED355-E516-311E-BAFD-D80633A84BE1> /usr/lib/libxar.1.dylib
    0x7fff8e6e4000 -     0x7fff8e733ff7  libFontRegistry.dylib (100) <2E03D7DA-9B8F-31BB-8FB5-3D3B6272127F> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib
    0x7fff8e734000 -     0x7fff8e83ffff  libFontParser.dylib (84.6) <96C42E49-79A6-3475-B5E4-6A782599A6DA> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontParser.dylib
    0x7fff8e885000 -     0x7fff8e8e2ff7  com.apple.audio.CoreAudio (4.1.1 - 4.1.1) <D15F3FB3-BE53-3545-AD37-9A25A597FE3C> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio
    0x7fff8e8e3000 -     0x7fff8e8feff7  libsystem_kernel.dylib (2050.22.13) <5A961E2A-CFB8-362B-BC43-122704AEB047> /usr/lib/system/libsystem_kernel.dylib
    0x7fff8e8ff000 -     0x7fff8e99cff7  com.apple.PDFKit (2.7.3 - 2.7.3) <5AE5FD4E-658F-38BC-90DD-C2B28E17ED34> /System/Library/Frameworks/Quartz.framework/Versions/A/Frameworks/PDFKit.framework/Versions/A/PDFKit
    0x7fff8e99d000 -     0x7fff8e9a2fff  libcache.dylib (57) <65187C6E-3FBF-3EB8-A1AA-389445E2984D> /usr/lib/system/libcache.dylib
    0x7fff8e9a3000 -     0x7fff8e9a3fff  com.apple.Accelerate.vecLib (3.8 - vecLib 3.8) <B5A18EE8-DF81-38DD-ACAF-7076B2A26225> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib
    0x7fff8e9a4000 -     0x7fff8e9a5fff  libDiagnosticMessagesClient.dylib (8) <8548E0DC-0D2F-30B6-B045-FE8A038E76D8> /usr/lib/libDiagnosticMessagesClient.dylib
    0x7fff8ea98000 -     0x7fff8eaa4fff  libCSync.A.dylib (331.0.4) <C7043BB7-284D-3B9F-A5CB-78ADE691B2D4> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCSync.A.dylib
    0x7fff8eaa5000 -     0x7fff8ead6ff7  com.apple.DictionaryServices (1.2 - 184.4) <054F2D6F-9CFF-3EF1-9778-25C551B616C1> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices
    0x7fff8ead7000 -     0x7fff8eae2fff  com.apple.CommonAuth (3.0 - 2.0) <7A953C1F-8B18-3E46-9BEA-26D9B5B7745D> /System/Library/PrivateFrameworks/CommonAuth.framework/Versions/A/CommonAuth
    0x7fff8eae3000 -     0x7fff8eaf8ff7  libdispatch.dylib (228.23) <D26996BF-FC57-39EB-8829-F63585561E09> /usr/lib/system/libdispatch.dylib
    0x7fff8eb00000 -     0x7fff8f72dff7  com.apple.AppKit (6.8 - 1187.37) <FAEA8B77-210F-3C0F-B9CF-85A7595CCA26> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit
    0x7fff8f761000 -     0x7fff8f7a5fff  libcups.2.dylib (327.3) <71E771A1-0489-3417-8A4A-56A2C930F80C> /usr/lib/libcups.2.dylib
    0x7fff8f835000 -     0x7fff8f880fff  com.apple.CoreMedia (1.0 - 926.87) <F51205F8-A102-359C-A9A3-22A48524C081> /System/Library/Frameworks/CoreMedia.framework/Versions/A/CoreMedia
    0x7fff90841000 -     0x7fff908c3ff7  com.apple.Heimdal (3.0 - 2.0) <C94B0C6C-1320-35A1-8143-FE252E7B2A08> /System/Library/PrivateFrameworks/Heimdal.framework/Versions/A/Heimdal
    0x7fff908c4000 -     0x7fff908e5fff  com.apple.Ubiquity (1.2 - 243.15) <C9A7EE77-B637-3676-B667-C0843BBB0409> /System/Library/PrivateFrameworks/Ubiquity.framework/Versions/A/Ubiquity
    0x7fff9092d000 -     0x7fff90931fff  libCGXType.A.dylib (331.0.4) <251D4D2D-92B9-3D56-B348-CD67397F71FE> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCGXType.A.dylib
    0x7fff90aa6000 -     0x7fff90c54fff  com.apple.QuartzCore (1.8 - 304.2) <234EABE1-067C-3DAE-BEAC-674526E232C2> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore
    0x7fff90ca6000 -     0x7fff90caafff  libCoreVMClient.dylib (32.3) <AD8391D9-56DD-3A78-A294-6A30E6ECE1A2> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib
    0x7fff90d1b000 -     0x7fff90d5eff7  com.apple.RemoteViewServices (2.0 - 80.6) <5CFA361D-4853-3ACC-9EFC-A2AC1F43BA4B> /System/Library/PrivateFrameworks/RemoteViewServices.framework/Versions/A/RemoteViewServices
    0x7fff90dbf000 -     0x7fff90dc3ff7  com.apple.CommonPanels (1.2.5 - 94) <AAC003DE-2D6E-38B7-B66B-1F3DA91E7245> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels
    0x7fff90e21000 -     0x7fff90e24fff  com.apple.help (1.3.2 - 42) <343904FE-3022-3573-97D6-5FE17F8643BA> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help
    0x7fff90e25000 -     0x7fff90e70fff  com.apple.framework.CoreWLAN (3.0.2 - 302.12) <896D75EB-069B-3674-936E-27A81568BECB> /System/Library/Frameworks/CoreWLAN.framework/Versions/A/CoreWLAN
    0x7fff910fa000 -     0x7fff910fcfff  libquarantine.dylib (52) <4BE2E642-A14F-340A-B482-5BD2AEFD9C24> /usr/lib/system/libquarantine.dylib
    0x7fff91180000 -     0x7fff9119dff7  com.apple.openscripting (1.3.6 - 148.3) <C008F56A-1E01-3D4C-A9AF-97799D0FAE69> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting
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    0x7fff97ccc000 -     0x7fff97ccffff  com.apple.AppleSystemInfo (2.0 - 2) <BC221376-361F-3F85-B284-DC251D3BB442> /System/Library/PrivateFrameworks/AppleSystemInfo.framework/Versions/A/AppleSystemInfo
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    0x7fff97d13000 -     0x7fff97da0ff7  com.apple.SearchKit (1.4.0 - 1.4.0) <C7F43889-F8BF-3CB9-AD66-11AEFCBCEDE7> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SearchKit.framework/Versions/A/SearchKit
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    0x7fff97e25000 -     0x7fff97e25ffd  com.apple.audio.units.AudioUnit (1.8 - 1.8) <173346B7-614C-380B-8E80-9BD1BE501674> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit
    0x7fff97e26000 -     0x7fff97f9bfff  com.apple.CFNetwork (596.3.3 - 596.3.3) <3739DC8D-8610-3740-80EC-43E130779CB8> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork
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External Modification Summary:
  Calls made by other processes targeting this process:
    task_for_pid: 2
    thread_create: 0
    thread_set_state: 0
  Calls made by this process:
    task_for_pid: 0
    thread_create: 0
    thread_set_state: 0
  Calls made by all processes on this machine:
    task_for_pid: 161582
    thread_create: 1
    thread_set_state: 0

VM Region Summary:
ReadOnly portion of Libraries: Total=186.2M resident=103.7M(56%) swapped_out_or_unallocated=82.4M(44%)
Writable regions: Total=119.9M written=10.1M(8%) resident=12.9M(11%) swapped_out=4824K(4%) unallocated=107.1M(89%)

REGION TYPE                      VIRTUAL
===========                      =======
CG backing stores                  2172K
CG image                             28K
CG raster data                       48K
CG shared images                   1216K
CoreServices                       7148K
MALLOC                             86.0M
MALLOC guard page                    48K
Memory tag=240                        4K
Memory tag=242                       12K
Memory tag=249                      156K
Memory tag=251                       36K
STACK GUARD                        56.0M
Stack                              12.6M
VM_ALLOCATE                        16.1M
__DATA                             16.5M
__IMAGE                             528K
__LINKEDIT                         53.0M
__TEXT                            133.2M
__UNICODE                           544K
mapped file                        54.9M
shared memory                       308K
===========                      =======
TOTAL                             440.2M

Model: MacBookPro10,1, BootROM MBP101.00EE.B02, 4 processors, Intel Core i7, 2.7 GHz, 16 GB, SMC 2.3f35
Graphics: Intel HD Graphics 4000, Intel HD Graphics 4000, Built-In, 512 MB
Graphics: NVIDIA GeForce GT 650M, NVIDIA GeForce GT 650M, PCIe, 1024 MB
Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D5434314753364D465238432D50422020
Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D5434314753364D465238432D50422020
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0xEF), Broadcom BCM43xx 1.0 (5.106.98.100.16)
Bluetooth: Version 4.1.3f3 11349, 2 service, 11 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en0
Serial ATA Device: APPLE SSD SM512E, 500.28 GB
USB Device: hub_device, 0x8087  (Intel Corporation), 0x0024, 0x1a100000 / 2
USB Device: FaceTime HD Camera (Built-in), apple_vendor_id, 0x8510, 0x1a110000 / 3
USB Device: hub_device, 0x8087  (Intel Corporation), 0x0024, 0x1d100000 / 2
USB Device: hub_device, 0x0424  (SMSC), 0x2512, 0x1d180000 / 3
USB Device: Apple Internal Keyboard / Trackpad, apple_vendor_id, 0x0262, 0x1d182000 / 5
USB Device: BRCM20702 Hub, 0x0a5c  (Broadcom Corp.), 0x4500, 0x1d181000 / 4
USB Device: Bluetooth USB Host Controller, apple_vendor_id, 0x8286, 0x1d181300 / 8
jesusthekiller #73
Posted 20 June 2013 - 01:21 AM
That's loong error you have there!
And write line fix: Make it add to buffer and write this buffer out when closed or flushed.
Sorroko #74
Posted 20 June 2013 - 04:38 AM
-snip-

Merged your request, thanks for that! I fixed the Mac issue too, it was caused by loading the text before creating the window. Ah well, all good now. ;)/>

And write line fix: Make it add to buffer and write this buffer out when closed or flushed.
I will do! Might re-do the file handles a bit to use loves file handles, might be more efficient too.

EDIT: I'll release a build a little later today New version!
Sorroko #75
Posted 25 June 2013 - 04:27 PM
I haven't forgotten about this! Fixed up many bugs and improved the emulator, still needs threading and some other major additions. However it is now more stable ;)/>

Bug reports are greatly appreciated, you can post them here or on github
M4sh3dP0t4t03 #76
Posted 30 June 2013 - 04:11 PM
I just played around with it a little bit and when I tried to edit a file it gave me this error:
[string "edit"]:53:attemp to call field `insert`(a nile value)
The code of the file was(i just made a little program to test this emulator):
table = {"hi", "dude", "hello"}
for i,v in ipairs(table) do
  write(v)
  if i < #table then write(", ") end
end
I hope you can find and fix the bug!
MysticT #77
Posted 30 June 2013 - 06:55 PM
I just played around with it a little bit and when I tried to edit a file it gave me this error:
[string "edit"]:53:attemp to call field `insert`(a nile value)
The code of the file was(i just made a little program to test this emulator):
table = {"hi", "dude", "hello"}
for i,v in ipairs(table) do
  write(v)
  if i < #table then write(", ") end
end
I hope you can find and fix the bug!
I don't think it's a bug in the emulator. You redefined the "table" table in that program, so any program after that can't use table functions (like table.insert). Just give your table another name, and make it local.
M4sh3dP0t4t03 #78
Posted 30 June 2013 - 07:05 PM
I just played around with it a little bit and when I tried to edit a file it gave me this error:
[string "edit"]:53:attemp to call field `insert`(a nile value)
The code of the file was(i just made a little program to test this emulator):
table = {"hi", "dude", "hello"}
for i,v in ipairs(table) do
  write(v)
  if i < #table then write(", ") end
end
I hope you can find and fix the bug!
I don't think it's a bug in the emulator. You redefined the "table" table in that program, so any program after that can't use table functions (like table.insert). Just give your table another name, and make it local.
Damn I forgot that! But why should I give it another name or make it local? I just made this to test the emulator.
MysticT #79
Posted 30 June 2013 - 07:41 PM
I just played around with it a little bit and when I tried to edit a file it gave me this error:
[string "edit"]:53:attemp to call field `insert`(a nile value)
The code of the file was(i just made a little program to test this emulator):
table = {"hi", "dude", "hello"}
for i,v in ipairs(table) do
  write(v)
  if i < #table then write(", ") end
end
I hope you can find and fix the bug!
I don't think it's a bug in the emulator. You redefined the "table" table in that program, so any program after that can't use table functions (like table.insert). Just give your table another name, and make it local.
Damn I forgot that! But why should I give it another name or make it local? I just made this to test the emulator.
Well… to avoid that error maybe? :P/>
I'm just giving you a fix for the problem. If you are not going to use that code, then don't use the fix. But check your code before saying there's a bug (either in CC or some emulator).
Kingdaro #80
Posted 01 July 2013 - 03:46 AM
Incidentally, the "table" variable was redefined in the very emulator itself. The sandboxing is pretty weak there, OP.
H4X0RZ #81
Posted 01 July 2013 - 10:45 AM
I've got a bug.

Recreate it so:
1. Start emulator
2. Type "edit rom/programs/edit
3. See the graphic bug
Sorroko #82
Posted 01 July 2013 - 09:49 PM
Incidentally, the "table" variable was redefined in the very emulator itself. The sandboxing is pretty weak there, OP.

I don't see a way around that, setfenv is the only "safe" way to sandbox that I'm aware of, especially since the emulator itself is written in lua. What would you suggest as a fix? Can't think of anything atm ( jetlag + very tired :P/> )
Sorroko #83
Posted 01 July 2013 - 09:53 PM
I've got a bug.

Recreate it so:
1. Start emulator
2. Type "edit rom/programs/edit
3. See the graphic bug

Yeah I'm aware that tabs show up as strage characters, I should look into it but haven't got round to it yet.
Kingdaro #84
Posted 02 July 2013 - 10:45 AM
I don't see a way around that, setfenv is the only "safe" way to sandbox that I'm aware of, especially since the emulator itself is written in lua. What would you suggest as a fix? Can't think of anything atm ( jetlag + very tired :P/> )

The only thing I can suggest is threads, but we've already been there.

I suppose you would just get a separate script that runs scripts, turn it into a thread, then send a value to the script to tell it what script to run.

Note: the current basic thread functionality is going to be replaced with Channels in the future, and I still don't know how to use Threads or Channels. :lol:/>
Xenthera #85
Posted 12 July 2013 - 11:59 PM
If you want them here are the real colors computercraft uses. :)/>

WHITE = {240,240,240},
ORANGE = {235, 136, 68},
MAGENTA = {195, 84, 205},
LIGHT_BLUE = {102, 137, 211},
YELLOW = {222, 222, 108},
LIME = {65, 205, 52},
PINK = {216, 129, 152},
GRAY = {67,67,67},
LIGHT_GRAY = {153,153,153},
CYAN = {40,118,151},
PURPLE = {123,47,190},
BLUE = {37,49,146},
BROWN = {81,48,26},
GREEN = {59,81,26},
RED = {179,49,44},
BLACK = {0, 0, 0},
MCGamer20000 #86
Posted 15 July 2013 - 05:03 AM
I'm aclua running under more lua

It's Luaception B)/>
Now just make CC in CC in CC in CC in CC in LOVE 2D, and you got yourself a paradox!
PixelToast #87
Posted 15 July 2013 - 11:15 AM
I'm aclua running under more lua

It's Luaception B)/>
Now just make CC in CC in CC in CC in CC in LOVE 2D, and you got yourself a paradox!
not how it works, codeception only works when you are layering multiple inturpreters on eachother
Geforce Fan #88
Posted 02 August 2013 - 07:18 PM
Wow, I'm surprised at how fast this runs. Nice work. What's even cooler is that this is in LOVE, the engine I use.
Edit: Dis was mai 222nd post.
Sorroko #89
Posted 04 August 2013 - 12:54 AM
If you want them here are the real colors computercraft uses. :)/>
-snip-
He he, thanks for those, I'll add those in soon.

-snip-
Thanks for the support ;)/> Glad you like it.

Thanks everyone, I'm currently on holiday and haven't made any progress however I've got some plans for this when I get back!
Robert00001 #90
Posted 05 August 2013 - 03:45 AM
I have a fix for the error "Invalid UTF-8" and for tabs:
Change

local text = self.textB[y + 1][x + 1]
local offset = self.pixelWidth / 2 - self.font:getWidth(text) / 2 -- Could also create a lookup table of widths on load
to

local text = self.textB[y + 1][x + 1]
if text == "\t" then text = " " end
if text:byte() < 32 or text:byte() > 126 then
	text = "?"
end
local offset = self.pixelWidth / 2 - self.font:getWidth(text) / 2 -- Could also create a lookup table of widths on load
Shnupbups #91
Posted 08 August 2013 - 06:08 PM
Yeah, don't know if this is noted (I'm too lazy to look :P/> ) but the mouse clicking doesn't work properly. I click at 3,3 and get 1,1. Also, the numpad enter/return isn't recognised as enter/return…

But onto some suggestions!

Since you've already included a program of your own (preview) could you implement an API for the emulator, within the emulator? Would it be possible?
Functions like:


emu.titleBar(str) --#Changes the text in the title bar from 'ComputerCraft Emulator' to a provided string.
emu.PCsize(int,int) --# Changes the width and height of the PC, like editing the CC config to make the screen bigger.
TorakTu #92
Posted 09 August 2013 - 07:54 AM
I at first thought this thread was a joke.. but as I read it I realized it is a real emulator. Dude ! This is great !! I soo needed something like this. TY!!!!
kornichen #93
Posted 19 August 2013 - 02:00 PM
Just saw it… I love it! It is started speedy and working fine. Thank you!


It is crashing when using HTTP things like pastebin unfortunately.

And Windows Copy &amp; Paste would be nice :D/>
oeed #94
Posted 19 August 2013 - 06:21 PM
Oh it's on now, 4 emulators on the market (or in dev). Finally, an emulator the supports Mac :D/>
kornichen #95
Posted 20 August 2013 - 01:50 AM
I have another bug:

1. Download thunderhawk via pastebin.
2. run thunderhawk
3. Thunderhawk will run one second and then the thunderhawk file will be deleted.

Edit: after redownloading was HTTP available.
ElvishJerricco #96
Posted 03 September 2013 - 02:50 PM
This is really nice. Perfect for my needs. I like that it's just one terminal in one window. Two problems though, one of which I've submitted a pull request to fix:
  1. loadstring loads functions into the REAL _G, instead of the one you run bios.lua in. That's a problem. I fixed this in a pull request.
  2. This thing takes way too much CPU. Both my cores are constantly at ~95% when running this.
Oh and one suggestion, perhaps instead of using a data folder, you should use the working directory. That'd be nice for me.

EDIT: Or maybe just allow the directory to be set via command line argument.
PixelToast #97
Posted 03 September 2013 - 03:17 PM
This is really nice. Perfect for my needs. I like that it's just one terminal in one window. Two problems though, one of which I've submitted a pull request to fix:
  1. loadstring loads functions into the REAL _G, instead of the one you run bios.lua in. That's a problem. I fixed this in a pull request.
  2. This thing takes way too much CPU. Both my cores are constantly at ~95% when running this.
Oh and one suggestion, perhaps instead of using a data folder, you should use the working directory. That'd be nice for me.

wouldnt this prevent things that were loadstringed to make globals?
ElvishJerricco #98
Posted 03 September 2013 - 03:26 PM
wouldnt this prevent things that were loadstringed to make globals?
Crap my mistake. I did this in a hurry. Will fix now.
Symmetryc #99
Posted 03 September 2013 - 08:47 PM
Oh it's on now, 4 emulators on the market (or in dev). Finally, an emulator the supports Mac :D/>
CCDesk, This, Grav's, and what else? CCEmu? That's been discontinued though…
Sorroko #100
Posted 04 September 2013 - 11:59 AM
This is really nice. Perfect for my needs. I like that it's just one terminal in one window. Two problems though, one of which I've submitted a pull request to fix:
  1. loadstring loads functions into the REAL _G, instead of the one you run bios.lua in. That's a problem. I fixed this in a pull request.
  2. This thing takes way too much CPU. Both my cores are constantly at ~95% when running this.
Oh and one suggestion, perhaps instead of using a data folder, you should use the working directory. That'd be nice for me.

EDIT: Or maybe just allow the directory to be set via command line argument.
Ah Thanks! Didn't even notice that, I'll merge it it now.

Unfortunately, love2d has a sandbox around the filesystem, they only allow reading/writing inside the love directory :/. There are ways around the sandbox such as using io, however I'd rather stick to the supported filesystem library.

On another note, I haven't forgotten about that update, I'm working on it ;)/>
PixelToast #101
Posted 04 September 2013 - 12:04 PM
Ah Thanks! Didn't even notice that, I'll merge it it now.

Unfortunately, love2d has a sandbox around the filesystem, they only allow reading/writing inside the love directory :/. There are ways around the sandbox such as using io, however I'd rather stick to the supported filesystem library.

On another note, I haven't forgotten about that update, I'm working on it ;)/>
you can actually extract their executable and add stuff like lfs, i havent tried it though but i know its possible
ElvishJerricco #102
Posted 04 September 2013 - 12:47 PM
Unfortunately, love2d has a sandbox around the filesystem, they only allow reading/writing inside the love directory :/. There are ways around the sandbox such as using io, however I'd rather stick to the supported filesystem library.

Yea I started researching how to do the working directory thing and it just isn't possible from love2d. Real shame…

EDIT: Didn't read PixelToast's thing. Didn't know you could do that though! What would he have to distribute and how would users run it?
PixelToast #103
Posted 04 September 2013 - 01:43 PM


require "lfs"
local dirs=""
for f in lfs.dir(love.filesystem.getWorkingDirectory()) do
dirs=dirs..f.."\n"
end
function love.draw()
love.graphics.setColor(255,255,255)
love.graphics.print(dirs,10,10)
end
drop a compiled lfs into the love dir and require it :)/>
https://github.com/k...t/luafilesystem
ElvishJerricco #104
Posted 10 September 2013 - 05:30 PM
Probably should have commented here a while ago but a week ago I submitted another pull request that fixed a problem where any changes to _G persisted across reboot.
miyoyo #105
Posted 06 December 2013 - 10:09 AM
I don't want to see this die :(/> :(/>
PixelToast #106
Posted 06 December 2013 - 08:17 PM
I don't want to see this die :(/> :(/>
its not dead, there are still people working on it
https://github.com/gamax92/cclite
Micheal Pearce #107
Posted 09 December 2013 - 02:26 AM
I really like this emulator the colors seem to be more saturated than the normal CC and i like this
Creeper32605 #108
Posted 19 December 2013 - 11:30 AM
It doesn't work with LOVE 0.9.0… It just spits out this error:
Error:
main.lua:106: attempt to call field 'setMode' (a nil value)

Traceback
main.lua:106: in function 'load'
[C]: in function 'xpcall'
Kingdaro #109
Posted 19 December 2013 - 03:19 PM
That's because of differences in the 0.9.0 and 0.8.0 API. Just need to change any "love.graphics.setMode" calls to "love.window.setMode". Same goes for getMode.
Edited on 19 December 2013 - 02:20 PM
awsmazinggenius #110
Posted 20 December 2013 - 09:18 AM
It doesn't work with LOVE 0.9.0… It just spits out this error:
Error:
main.lua:106: attempt to call field 'setMode' (a nil value)

Traceback
main.lua:106: in function 'load'
[C]: in function 'xpcall'

I already reported this on GitHub: https://github.com/Sorroko/cclite/issues/7
Sorroko #111
Posted 21 December 2013 - 07:56 AM
Major restructure, and updated to 0.9.0. Downloads are now on github at https://github.com/Sorroko/cclite/releases
Creeper32605 #112
Posted 23 December 2013 - 08:41 AM
Tried to run it on LoveAndroid - after adding some output I got this:

What's wrong? Please fix it =/
Edit: tried 1.0 - main.lua:30: attempt to index ? (a nil value)
EditEdit: maybe someone else work on an android specific version <3
Edited on 23 December 2013 - 08:38 AM
Kingdaro #113
Posted 23 December 2013 - 02:15 PM
IIRC, the android port still runs on 0.7.2, so it won't work.
UC101 #114
Posted 24 December 2013 - 06:37 PM
I compiled it to run on my mac, if anyone wants it I can get the download out.
InputUsername #115
Posted 26 December 2013 - 01:53 PM
Really useful.

There's one thing though: it crashes on empty while (true) loops. Is this a CC, Lua or LÖVE specific error?

EDIT:
It also crashes when running the Pastebin program.
Spoiler
Edited on 05 January 2014 - 06:19 AM
axel.codeFail() #116
Posted 26 January 2014 - 02:43 AM
I'd suggest possibly making the files save to whatever directory you have the CCLite in.
gamax92 #117
Posted 26 January 2014 - 11:49 AM
That's impossible (It might be possible with fused mode) in Love2D, Love2D forces all of the files to be in its "save directory"

Also, the while loop crash is due to the fact that, Sorroko is using the jit compiler always, and jit code cannot properly trigger sethook's, which is what gives us the "Too long without yielding"
Its also due to the fact that Sorroko doesn't even have a sethook running.

The HTTP crash has been fixed but he hasn't made a recent build in a while.

Just go to https://github.com/Sorroko/cclite and put all of the files inside the src folder into a zip, and rename the .zip to .love, or use his build scripts which may or may not work.
READ: the files INSIDE the src folder, not the src folder itself.
Edited on 27 January 2014 - 03:34 PM
axel.codeFail() #118
Posted 27 January 2014 - 01:34 PM
That's impossible (it might be possible with fused mode) in Love2D, Love2D forces all of the files to be in its "save directory"

Would it be possible to make a program to extract files from the directory? Because I mainly use CCLite for at school, and as you could imagine, I don't have permission to access the data under the directory that the files are saved to(Windows 7), and i would like to be able to continue here, what I have started at home.
Kingdaro #119
Posted 27 January 2014 - 03:31 PM
Are you sure that you're actually not able to access it, and that you just can't see it? Any Windows user should be able to access their own appdata directory, it's just marked as hidden.
Edited on 27 January 2014 - 02:32 PM
gamax92 #120
Posted 27 January 2014 - 04:30 PM
As what Kingdaro said, You should be able to access your own appdata directory. Try going to Explorer's (Not Internet Explorer) address bar and type in %APPDATA%
Also, if you want to change the appdata directory (at least in the love2D session), you can create a batch file like this:

set APPDATA=C:\Your\Path\Goes\Here
love.exe --fused cclite-master\src
Just tested this, and love2D no longer writes to the normal AppData directory but where you specified.

EDIT: Oh and fused mode won't help with this. Fused mode makes it so games can save in %AppData%\(game name) instead of %AppData%\LOVE\(game name)
Edited on 27 January 2014 - 03:35 PM
Kingdaro #121
Posted 27 January 2014 - 04:31 PM
Is the set command administrator only? If so, it probably wouldn't work in his case.

In fact, maybe the emulator itself should include a sort of "open computer folder" button to make the directory easy to access.
axel.codeFail() #122
Posted 27 January 2014 - 05:46 PM
Yea, the folder itself is completely Admin only access, but this:
In fact, maybe the emulator itself should include a sort of "open computer folder" button to make the directory easy to access.
sounds like a good idea.
PixelToast #123
Posted 27 January 2014 - 05:50 PM
Is the set command administrator only? If so, it probably wouldn't work in his case.
nope
you shouldnt have to set appdata, you can specify its directory with lua iirc

In fact, maybe the emulator itself should include a sort of "open computer folder" button to make the directory easy to access.
this is tricky for multiple OSes because you need to know what command to use, be sure to make it configurable
awsmazinggenius #124
Posted 27 January 2014 - 07:54 PM
Just use love.system.getOS().
gamax92 #125
Posted 27 January 2014 - 08:01 PM
The SET command is an internal command to cmd, if you can run cmd/run batch files then you can use SET

Also, its most likely difficult on linux to have it open a directory since not all desktop environments/window managers have the same program to browse folders, if any.

Atleast on mac we have finder and windows has explorer
Edited on 27 January 2014 - 07:03 PM
Kingdaro #126
Posted 27 January 2014 - 10:02 PM
On linux, the command "xdg-open" works for most desktop environments.
SkyRamon #127
Posted 07 February 2014 - 01:49 PM
I hope you can make rednet API someday cuz thats what i realy need to test programs :)/>
RamiLego4Game #128
Posted 10 February 2014 - 11:26 PM
Tried to run it on LoveAndroid - after adding some output I got this:

What's wrong? Please fix it =/
Edit: tried 1.0 - main.lua:30: attempt to index ? (a nil value)
EditEdit: maybe someone else work on an android specific version <3

Currently I'm working on Android Verstion
Link : https://github.com/RamiLego4Game/CCLite-Android
Sorroko #129
Posted 08 March 2014 - 01:07 PM
A new pre-release is out!
You can find it here: https://github.com/Sorroko/cclite/releases/tag/v2.1.1

There's quite a few bug fixes in this release, there's also a much better build system including mac osx.
IsaacTBeast #130
Posted 14 March 2014 - 06:01 PM
Can you make it to android platform please..
IsaacTBeast #131
Posted 15 March 2014 - 11:08 AM
WHY IS THE KEYBOARD IS NOT WORKING ON MY TABLET?? CCLITE-ANDROID??
viniciuslrangel #132
Posted 15 March 2014 - 12:26 PM
Awesome!
Simon #133
Posted 23 March 2014 - 02:26 AM
Can you make it to android platform please..
2 posts above you, RamiLego4Game says that he has an android version.
Link: https://github.com/RamiLego4Game/CCLite-Android
Creeper32605 #134
Posted 28 March 2014 - 12:17 PM
Tried to run it on LoveAndroid - after adding some output I got this:

What's wrong? Please fix it =/
Edit: tried 1.0 - main.lua:30: attempt to index ? (a nil value)
EditEdit: maybe someone else work on an android specific version <3

Currently I'm working on Android Verstion
Link : https://github.com/R.&#46;&#46;/CCLite-Android

Well I can't get it to work on LoveLauncher and LOVE for Android works with the normal one too! But… the soft keyboard won't do anything and the window is incredibly small… like 3cm on the nexus 7.

I don't get the point of your project because it doesn't work (aka i can use it) on any emulator D:
or.. which one do you use?
Konlab #135
Posted 17 May 2014 - 11:07 AM
Works on android?
ardera #136
Posted 17 May 2014 - 12:18 PM
Works on android?
Read the post above your one.
Konlab #137
Posted 17 May 2014 - 08:02 PM
:-)
Zudo #138
Posted 20 May 2014 - 06:58 PM
So many posts about Android :P/>
apemanzilla #139
Posted 20 May 2014 - 07:51 PM
Is the set command administrator only? If so, it probably wouldn't work in his case.

In fact, maybe the emulator itself should include a sort of "open computer folder" button to make the directory easy to access.
My fork of gamax's fork has this; in fact, I even sent a PR with it (but it hasn't been accepted yet…)

You will have to build it yourself for now but just ask me and I can compile a version for you.

The SET command is an internal command to cmd, if you can run cmd/run batch files then you can use SET

Also, its most likely difficult on linux to have it open a directory since not all desktop environments/window managers have the same program to browse folders, if any.

Atleast on mac we have finder and windows has explorer

If you tell it to open a URL "file://path/to/file" it will open it locally in the default file browser.
Edited on 20 May 2014 - 05:53 PM