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

Started by gamax92, 23 January 2014 - 04:35 PM
gamax92 #1
Posted 23 January 2014 - 05:35 PM
Yo dawg, I herd you like lua so I made you a ComputerCraft emulator in Love2D so you can Lua while you Lua

This is my fork of the CCLite emulator by Sorroko, and since Sorroko has gone off into a different goal than I have, I feel its okay to post a thread for this.
If you would like to go check out Sorroko's version of CCLite, his forum thread is here.

Description:
This is the CCLite ComputerCraft emulator. My goal is to get the emulator as close as possible to normal ComputerCraft.
It is not complete and thanks to LuaJ and Java, probably will never be complete. It is still quite useable however.
If you want to use the .love archives or source code, you will need the Love2D game framework version 0.9.2, avaliable here
If you want proper HTTPS support, try the instructions on this page.

Please report any issues you find here on my github's issues page!

Peripherals:
CCLite supports peripherals via the additional api, cclite.
cclite.peripheralAttach(side, type) – Attaches peripheral of type, to side.
cclite.peripheralDetach(side) – Detach a peripheral on side.

Some peripherals have additional callbacks, look at cclite.getMethods and cclite.call to use them.

Downloads:
Builds
Love2D
Source code

Warning, builds may be out of date, check builddate.txt

NOTE: If using the .love archives, unless you pass –fused to love, the builds and the .love won't share the same configuration and computer contents.

Regarding Mac Builds:
Spoiler
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

Features:
Quite faster than ComputerCraft in Minecraft
HTTP is potentially faster as well.
Supports "Too long without yield"
Adds an api called cclite. Usage documentation here
Virtual peripherals

Screenshots:
Spoiler


Things that won't ever work:
Lua and LuaJ will take invalid escape sequences and ignore them, LuaJIT will complain (5.2 feature). You shouldn't be having invalid escape sequences anyway though *cough* LuaIDE *cough*
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
LuaJ will allow you to set the environment of builtin's, Lua won't.
Numpad. SDL cannot distinguish between numpad buttons with numlock off and numlock on. It seems I cannot get the numlock state from SDL either.
Edited on 18 December 2015 - 07:44 PM
H4X0RZ #2
Posted 23 January 2014 - 07:08 PM
Is there a way for creating new virtual peripherals?
gamax92 #3
Posted 23 January 2014 - 07:36 PM
The basics for the virtual peripheral is this:
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.
Edited on 26 January 2014 - 12:22 PM
Symmetryc #4
Posted 23 January 2014 - 08:20 PM
Finally official :D/>
Edited on 23 January 2014 - 07:20 PM
Csstform #5
Posted 23 January 2014 - 09:26 PM
Will this work with love2d for android?
gamax92 #6
Posted 23 January 2014 - 09:50 PM
Just pushed some changes to make it work on Android Love2D

One is to enable the keyboard, and the other is to get around two bugs in the port
Key input seems to be a bit unreliable, and where you should be getting both love.textinput and love.keypressed, you get one or the other.

Ctrl-T/S/R doesn't work because of said issues.

I can only test on BlueStacks btw, my phone is too old to run the apk.
Edited on 23 January 2014 - 10:00 PM
Csstform #7
Posted 26 January 2014 - 01:39 PM
Download does not work.
gamax92 #8
Posted 26 January 2014 - 02:36 PM
All nine links in this thread work for me.
Downloaded latest build link, it ran.
Both screenshots show up

EDIT: Just did all above tests over a proxy as well, and cleared cache.
Edited on 26 January 2014 - 01:42 PM
Csstform #9
Posted 28 January 2014 - 07:40 AM
Sorry, browser bug. Adifferent one worked. However, now I cannot figure out how to run the .love. The post you link to says to extract game files to …, but what do I extract?
TechMasterGeneral #10
Posted 30 January 2014 - 09:59 AM
AWESOME!!! I've been looking for one of these for a long time…
And http support does work on mac
Alice #11
Posted 30 January 2014 - 10:26 AM
Csstform: I don't think you should extract the .love. Just click and drag it over love.exe.
Edited on 30 January 2014 - 09:27 AM
gamax92 #12
Posted 30 January 2014 - 04:04 PM
Thanks to AmandaC, we have an experimental 1.6 BETA version of CCLite.

Experimental 1.6 BETA

Also, LuaCrawler, I wasn't concerned if http worked on a mac, I was more concerned if https (notice the s?) worked on mac.
I don't have a mac so I can't test that luasec binary on the wiki page.
Edited on 10 March 2014 - 07:28 PM
Csstform #13
Posted 07 February 2014 - 04:18 PM
Csstform: I don't think you should extract the .love. Just click and drag it over love.exe.
On an android?
Alice #14
Posted 07 February 2014 - 09:07 PM
Good point - sorry :D/>
Csstform #15
Posted 07 February 2014 - 09:18 PM
/offtopic Death:Did you get my PM btw?

And I still don't understand how to use this on Android…
Alice #16
Posted 07 February 2014 - 09:23 PM
Yes I did - I'm just unable to test it currently, busy with another thing :D/>
gamax92 #17
Posted 08 February 2014 - 05:41 PM
Sorry, browser bug. Adifferent one worked. However, now I cannot figure out how to run the .love. The post you link to says to extract game files to …, but what do I extract?

That post I linked doesn't say to extract game files to …
it says to "Extract your game to /sdcard/lovegame such that main.lua is located at /sdcard/lovegame/main.lua."
Just take the files in src and put them in /sdcard/lovegame or extract the .love to /sdcard/lovegame
Edited on 08 February 2014 - 05:17 PM
gamax92 #18
Posted 23 February 2014 - 05:15 PM
So, found enough interest to actually do work:

I've been working on an experiment to see if Multiple Computers could be achieved with the current status of the code.
Turns out, it was.

I'm using LoveFrames for the GUI, look for that here
If you want to try out this version, its in the frames branch of my github.
https://github.com/g...ite/tree/frames

Just put the contents of src into a zip and then change the extension to .love

Unfinished things:
A lot of the menu entries are just bogus. The only ones that work are:
File -> Exit
New -> Normal Computer
New -> Advanced Computer

LyqydOS is best OS
Edited on 24 February 2014 - 08:44 AM
TheOddByte #19
Posted 23 February 2014 - 05:35 PM
Hmm.. Wouldn't it be possible to port this to iOS aswell with this?
Spexiono #20
Posted 23 February 2014 - 05:56 PM
Hmm.. Wouldn't it be possible to port this to iOS aswell with this?

It looks like HÖVE is a bit different to LÖVE and still in development so there may be bugs and compatibility issues, Should look into it though
gamax92 #21
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 on 23 February 2014 - 04:59 PM
TheOddByte #22
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 on 23 February 2014 - 05:14 PM
Spexiono #23
Posted 23 February 2014 - 06:11 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 -_-/>

I'm checking out HÖVE now, I'll let you know if i come up with something.
gamax92 #24
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 on 23 February 2014 - 06:21 PM
gamax92 #25
Posted 23 February 2014 - 07:40 PM
https://love2d.org/forums/viewtopic.php?f=12&t=76985

You could try this Love2D build, claims to work for iOS
Csstform #26
Posted 24 February 2014 - 09:17 AM
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.computercraft.info/forums2/index.php?/topic/5183-computercraft-app-androidiphone/
gamax92 #27
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
lucySan #28
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?
Alice #29
Posted 27 February 2014 - 08:52 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?
The filesystem now works in the same way ComputerCraft's computers work, with /0/, /1/, /2/ and so on.
gamax92 #30
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.
gamax92 #31
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 on 01 March 2014 - 06:07 PM
JoeNoIce #32
Posted 02 March 2014 - 05:19 PM
can you make a mac or jar version?
gamax92 #33
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 on 02 March 2014 - 08:41 PM
bigspaceballs #34
Posted 09 March 2014 - 03:22 PM
Umm… your 1.6 beta version's link is broken.
Alice #35
Posted 10 March 2014 - 03:21 PM
Look through the repo, download a zip, rename it to a .love file, ???, profit.
gamax92 #36
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 on 10 March 2014 - 07:31 PM
Alice #37
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.
InstallingAlso, how to install is quite easy. go to here and download the .love file for the SINGLE VERSION ONLY. If it is automatically opened, just exit out of the software. Next, you should open your Android Linux Terminal Emulator ( or whatever it's called ) and type in the following commands:
cd sdcard
cd downloads
mkdir sdcard/lovegame
unzip cclite-master.love sdcard/lovegame
You should now be able to run the program. I'll verify this later, as I'm at school and my tablet's dead currently.
Pharap #38
Posted 12 March 2014 - 11:31 PM
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.
gamax92 #39
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 on 13 March 2014 - 12:22 AM
Pharap #40
Posted 16 March 2014 - 07:31 PM
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.
gamax92 #41
Posted 16 March 2014 - 07:45 PM
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 on 16 March 2014 - 06:45 PM
freeapps #42
Posted 25 March 2014 - 09:22 PM
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.
Csstform #43
Posted 28 March 2014 - 11:04 AM
PC Support planned?
Engineer #44
Posted 28 March 2014 - 03:14 PM
PC Support planned?
what? 0.0
Csstform #45
Posted 28 March 2014 - 03:16 PM
Pocket Computer - I'm too lazy to type it all out on my ipod :P/>
Agoldfish #46
Posted 28 March 2014 - 03:18 PM
Pocket Computer - I'm too lazy to type it all out on my ipod :P/>
Look where that got you, you have to type twice as much now. XD
apemanzilla #47
Posted 28 March 2014 - 03:35 PM
PC Support planned?
Pocket computers are essentially normal computers with a smaller screen at this point…
Csstform #48
Posted 28 March 2014 - 03:36 PM
PC Support planned?
Pocket computers are essentially normal computers with a smaller screen at this point…
But, I would like a option so that I dont have to manually set a screen size.
apemanzilla #49
Posted 29 March 2014 - 12:54 PM
1.6 support planned? :P/>
gamax92 #50
Posted 05 April 2014 - 04:49 PM
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.
Engineer #51
Posted 05 April 2014 - 04:50 PM
Can you take a look at this issue?
https://github.com/gamax92/cclite/issues/4
gamax92 #52
Posted 05 April 2014 - 05:19 PM
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.
gamax92 #53
Posted 05 April 2014 - 05:57 PM
Just moved Computer state (not api things) out of api, so labels stays during session and peripherals stay in frames version.
apemanzilla #54
Posted 09 April 2014 - 12:26 AM
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() #55
Posted 09 April 2014 - 03:51 AM
The basics for the virtual peripheral is this:
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 #56
Posted 14 April 2014 - 05:38 AM
Found a bug in http support. Temporarily hosting a demo site so that it can be fixed.

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 #57
Posted 15 April 2014 - 09:03 PM
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
But awesome job :D/>
apemanzilla #58
Posted 15 April 2014 - 09:14 PM
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
But awesome job :D/>
I think it was intended to be used on PC more than mobile :P/> Maybe a "mobile mode" in the config that adds those? Heck, I could probably add that…
RoD #59
Posted 15 April 2014 - 09:21 PM
Really? If you could do that i would be really grateful :D/> And i use this emulator more on android than pc, for pc i use the original mod and sometimes tomass1996's CCEmu.
apemanzilla #60
Posted 15 April 2014 - 11:47 PM
Really? If you could do that i would be really grateful :D/> And i use this emulator more on android than pc, for pc i use the original mod and sometimes tomass1996's CCEmu.
I can do it but I cant test it on mobile. If I get some spare time later I'll fork it.
RoD #61
Posted 16 April 2014 - 03:48 PM
Really? If you could do that i would be really grateful :D/> And i use this emulator more on android than pc, for pc i use the original mod and sometimes tomass1996's CCEmu.
I can do it but I cant test it on mobile. If I get some spare time later I'll fork it.
I think that there are a few android emulators for windows/mac. i use the eclipse plugin (i dont remember the plugin's name)
gamax92 #62
Posted 17 April 2014 - 12:19 AM
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.
Its just dan not needing to escape the * and LuaJ not behaving like lua, error on bad patterns.

What are the peripherals that you have implemented into CCLite already?
They can be found in the peripheral folder:
commandBlock.lua computer.lua diskDrive.lua printer.lua wiredModem.lua wirelessModem.lua

Found a bug in http support. Temporarily hosting a demo site so that it can be fixed.

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)
LuaSocket reports the server closing the connection.
There's probably some Keep-Alive trickery going on that Java does.

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
But awesome job :D/>/>
I'd appreciate it if someone made an Android version of this. I have minimal android support, and that's only based on BlueStacks, which may or may not be accurate.
My phone is incapable of running the Love2D port.
Someone, go ahead and make a Android version.
Agoldfish #63
Posted 17 April 2014 - 12:20 AM
I think apemanzilla is working on an emulator.
RoD #64
Posted 17 April 2014 - 11:56 AM
I think apemanzilla is working on an emulator.
For IOS. I have minimal android devolpment knowledge, i am not able to make this app work yet. If i learn better how to make android apps i will try to help here.
apemanzilla #65
Posted 17 April 2014 - 04:13 PM
Alright, here is the .love archive for a version with a "control pad" for mobile users. You will need to enable it and possibly remap it in the config, but it's pretty straightforward. By default, it uses WASD and return for the 5 zones (top, bottom, left, center, and right) but you can change these all you want. If you need a list of valid key names, check here. (You need the string key name, not the number - like "up" or something.)

Source is available on GitHub.

I think apemanzilla is working on an emulator.
For IOS. I have minimal android devolpment knowledge, i am not able to make this app work yet. If i learn better how to make android apps i will try to help here.

Unfortunately, I don't think I will be continuing with the iOS emulator as dan200 requested that I not release it on any app stores.

Which basically means it'd be impossible to download on iOS. Sorry folks :/
Edited on 17 April 2014 - 02:15 PM
RoD #66
Posted 17 April 2014 - 04:24 PM
Alright, here is the .love archive for a version with a "control pad" for mobile users. You will need to enable it and possibly remap it in the config, but it's pretty straightforward. By default, it uses WASD and return for the 5 zones (top, bottom, left, center, and right) but you can change these all you want. If you need a list of valid key names, check here. (You need the string key name, not the number - like "up" or something.)

Source is available on GitHub.

I think apemanzilla is working on an emulator.
For IOS. I have minimal android devolpment knowledge, i am not able to make this app work yet. If i learn better how to make android apps i will try to help here.

Unfortunately, I don't think I will be continuing with the iOS emulator as dan200 requested that I not release it on any app stores.

Which basically means it'd be impossible to downloa
So there is d on iOS. Sorry folks :/
So there is no way of letting other people donwload the installer from the forums? Like, the android is a *.apk file, isnt a file for IOS as well?
apemanzilla #67
Posted 17 April 2014 - 04:29 PM
Alright, here is the .love archive for a version with a "control pad" for mobile users. You will need to enable it and possibly remap it in the config, but it's pretty straightforward. By default, it uses WASD and return for the 5 zones (top, bottom, left, center, and right) but you can change these all you want. If you need a list of valid key names, check here. (You need the string key name, not the number - like "up" or something.)

Source is available on GitHub.

I think apemanzilla is working on an emulator.
For IOS. I have minimal android devolpment knowledge, i am not able to make this app work yet. If i learn better how to make android apps i will try to help here.

Unfortunately, I don't think I will be continuing with the iOS emulator as dan200 requested that I not release it on any app stores.

Which basically means it'd be impossible to downloa
So there is d on iOS. Sorry folks :/
So there is no way of letting other people donwload the installer from the forums? Like, the android is a *.apk file, isnt a file for IOS as well?
Unfortunately not, unless you want to jailbreak your device, and then try to bypass Apple's code signing checks…

Anyway, you going to try the mobile cclite or not? :P/>
RoD #68
Posted 17 April 2014 - 05:07 PM
Alright, here is the .love archive for a version with a "control pad" for mobile users. You will need to enable it and possibly remap it in the config, but it's pretty straightforward. By default, it uses WASD and return for the 5 zones (top, bottom, left, center, and right) but you can change these all you want. If you need a list of valid key names, check here. (You need the string key name, not the number - like "up" or something.)

Source is available on GitHub.

I think apemanzilla is working on an emulator.
For IOS. I have minimal android devolpment knowledge, i am not able to make this app work yet. If i learn better how to make android apps i will try to help here.

Unfortunately, I don't think I will be continuing with the iOS emulator as dan200 requested that I not release it on any app stores.

Which basically means it'd be impossible to downloa
So there is d on iOS. Sorry folks :/
So there is no way of letting other people donwload the installer from the forums? Like, the android is a *.apk file, isnt a file for IOS as well?
Unfortunately not, unless you want to jailbreak your device, and then try to bypass Apple's code signing checks…

Anyway, you going to try the mobile cclite or not? :P/>
Oh i didnt saw that you already got it :P/> testing now..
A few moments later:
Well, it didnt show up any control pad, but i got 2 error at the beggining:

Invalid value for _conf.mobileMode
Invalid value for _conf.ctrlPad

I am a little stupid, but i tried to edit in the conf.lua file joystick to true but my guess that that dont do anything :P/>
apemanzilla #69
Posted 17 April 2014 - 05:12 PM
Alright, here is the .love archive for a version with a "control pad" for mobile users. You will need to enable it and possibly remap it in the config, but it's pretty straightforward. By default, it uses WASD and return for the 5 zones (top, bottom, left, center, and right) but you can change these all you want. If you need a list of valid key names, check here. (You need the string key name, not the number - like "up" or something.)

Source is available on GitHub.

I think apemanzilla is working on an emulator.
For IOS. I have minimal android devolpment knowledge, i am not able to make this app work yet. If i learn better how to make android apps i will try to help here.

Unfortunately, I don't think I will be continuing with the iOS emulator as dan200 requested that I not release it on any app stores.

Which basically means it'd be impossible to downloa
So there is d on iOS. Sorry folks :/
So there is no way of letting other people donwload the installer from the forums? Like, the android is a *.apk file, isnt a file for IOS as well?
Unfortunately not, unless you want to jailbreak your device, and then try to bypass Apple's code signing checks…

Anyway, you going to try the mobile cclite or not? :P/>
Oh i didnt saw that you already got it :P/> testing now..
A few moments later:
Well, it didnt show up any control pad, but i got 2 error at the beggining:

Invalid value for _conf.mobileMode
Invalid value for _conf.ctrlPad

I am a little stupid, but i tried to edit in the conf.lua file joystick to true but my guess that that dont do anything :P/>
Delete the "cclite.cfg" file in the data folder.
RoD #70
Posted 17 April 2014 - 05:55 PM
Alright, here is the .love archive for a version with a "control pad" for mobile users. You will need to enable it and possibly remap it in the config, but it's pretty straightforward. By default, it uses WASD and return for the 5 zones (top, bottom, left, center, and right) but you can change these all you want. If you need a list of valid key names, check here. (You need the string key name, not the number - like "up" or something.)

Source is available on GitHub.

I think apemanzilla is working on an emulator.
For IOS. I have minimal android devolpment knowledge, i am not able to make this app work yet. If i learn better how to make android apps i will try to help here.

Unfortunately, I don't think I will be continuing with the iOS emulator as dan200 requested that I not release it on any app stores.

Which basically means it'd be impossible to downloa
So there is d on iOS. Sorry folks :/
So there is no way of letting other people donwload the installer from the forums? Like, the android is a *.apk file, isnt a file for IOS as well?
Unfortunately not, unless you want to jailbreak your device, and then try to bypass Apple's code signing checks…

Anyway, you going to try the mobile cclite or not? :P/>
Oh i didnt saw that you already got it :P/> testing now..
A few moments later:
Well, it didnt show up any control pad, but i got 2 error at the beggining:

Invalid value for _conf.mobileMode
Invalid value for _conf.ctrlPad

I am a little stupid, but i tried to edit in the conf.lua file joystick to true but my guess that that dont do anything :P/>
Delete the "cclite.cfg" file in the data folder.
i searched really hard and i cant find that file :s
apemanzilla #71
Posted 17 April 2014 - 06:58 PM
Alright, here is the .love archive for a version with a "control pad" for mobile users. You will need to enable it and possibly remap it in the config, but it's pretty straightforward. By default, it uses WASD and return for the 5 zones (top, bottom, left, center, and right) but you can change these all you want. If you need a list of valid key names, check here. (You need the string key name, not the number - like "up" or something.)

Source is available on GitHub.

I think apemanzilla is working on an emulator.
For IOS. I have minimal android devolpment knowledge, i am not able to make this app work yet. If i learn better how to make android apps i will try to help here.

Unfortunately, I don't think I will be continuing with the iOS emulator as dan200 requested that I not release it on any app stores.

Which basically means it'd be impossible to downloa
So there is d on iOS. Sorry folks :/
So there is no way of letting other people donwload the installer from the forums? Like, the android is a *.apk file, isnt a file for IOS as well?
Unfortunately not, unless you want to jailbreak your device, and then try to bypass Apple's code signing checks…

Anyway, you going to try the mobile cclite or not? :P/>/>
Oh i didnt saw that you already got it :P/>/> testing now..
A few moments later:
Well, it didnt show up any control pad, but i got 2 error at the beggining:

Invalid value for _conf.mobileMode
Invalid value for _conf.ctrlPad

I am a little stupid, but i tried to edit in the conf.lua file joystick to true but my guess that that dont do anything :P/>/>
Delete the "cclite.cfg" file in the data folder.
i searched really hard and i cant find that file :s
Are you sure? It should be there somewhere…
Agoldfish #72
Posted 17 April 2014 - 07:42 PM
Alright, here is the .love archive for a version with a "control pad" for mobile users. You will need to enable it and possibly remap it in the config, but it's pretty straightforward. By default, it uses WASD and return for the 5 zones (top, bottom, left, center, and right) but you can change these all you want. If you need a list of valid key names, check here. (You need the string key name, not the number - like "up" or something.)

Source is available on GitHub.

I think apemanzilla is working on an emulator.
For IOS. I have minimal android devolpment knowledge, i am not able to make this app work yet. If i learn better how to make android apps i will try to help here.

Unfortunately, I don't think I will be continuing with the iOS emulator as dan200 requested that I not release it on any app stores.

Which basically means it'd be impossible to downloa
So there is d on iOS. Sorry folks :/
So there is no way of letting other people donwload the installer from the forums? Like, the android is a *.apk file, isnt a file for IOS as well?
Unfortunately not, unless you want to jailbreak your device, and then try to bypass Apple's code signing checks…

Anyway, you going to try the mobile cclite or not? :P/>/>
Oh i didnt saw that you already got it :P/>/> testing now..
A few moments later:
Well, it didnt show up any control pad, but i got 2 error at the beggining:

Invalid value for _conf.mobileMode
Invalid value for _conf.ctrlPad

I am a little stupid, but i tried to edit in the conf.lua file joystick to true but my guess that that dont do anything :P/>/>
Delete the "cclite.cfg" file in the data folder.
i searched really hard and i cant find that file :s
Are you sure? It should be there somewhere…
Read this.
Spoiler
Edited on 17 April 2014 - 05:43 PM
RoD #73
Posted 17 April 2014 - 07:54 PM
XDD right…
Apemanzilla: in wich data folder is it?
Shouldnt it be in the *.love file? or maybe in the love2d for android folder?
apemanzilla #74
Posted 17 April 2014 - 08:32 PM
XDD right…
Apemanzilla: in wich data folder is it?
Shouldnt it be in the *.love file? or maybe in the love2d for android folder?
No, it wouldn't be in the love archive (*.love) it would be in the data folder. Look there for "ccemu/cclite.cfg"
RoD #75
Posted 17 April 2014 - 08:43 PM
wouldn't that be in a pc? i have a .ccemu folder in my pc, but its the thomass1996 emulator, not cclite. It also has a *.cfg file, but again, its the thomass1996 config. file.
apemanzilla #76
Posted 17 April 2014 - 08:45 PM
wouldn't that be in a pc? i have a .ccemu folder in my pc, but its the thomass1996 emulator, not cclite. It also has a *.cfg file, but again, its the thomass1996 config. file.
Cclite uses the same folder with different sub folders.
RoD #77
Posted 17 April 2014 - 08:52 PM
But i am on android :P/> i dont know where is the app data folder XD i think i will try do google it lol
gamax92 #78
Posted 17 April 2014 - 09:44 PM
CClite does not use .ccemu, it uses ccemu.
Also i have no clue where the data folder is for love2d android.
gamax92 #79
Posted 20 April 2014 - 01:27 AM
Updated CCLite to CC1.63
Fixed a really stupid bug with http where every single empty line was removed
Fixed a bug where redirects would cause CCLite to freeze on the next http request.
Fixed term.write showing "nan" instead of "NaN", but you won't see it anyway since dan broke term.write lua sided.
You can also have your useless fs.getDir! :P/>
Edited on 19 April 2014 - 11:30 PM
Graypup #80
Posted 21 April 2014 - 05:44 AM
Found a bug in http support. Temporarily hosting a demo site so that it can be fixed.

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)
LuaSocket reports the server closing the connection.
There's probably some Keep-Alive trickery going on that Java does.
Yeah, some kind of hax in LuaSocket. Seems that I have to be sad, and not get to write some kind of realtime messaging thing that's easy to test D:
EVEN

http.request("http://ma.sdf.org:1254")
e, p1, p2 = os.pullEvent()
doesn't work
Edited on 21 April 2014 - 03:45 AM
sziberov(KAYOver) #81
Posted 01 May 2014 - 04:12 PM
How To Install One OS on this emulator?
apemanzilla #82
Posted 01 May 2014 - 05:56 PM
Same way as on a computer.
lebalusch #83
Posted 26 May 2014 - 11:00 PM
Oh this is Great just what I needed for some easy programming. saves loading up my game every time. Thank you.

Is there any current way of making a monitor screen at all so I can have one mini screen for a terminal and one for a networked monitor?
Graypup #84
Posted 06 June 2014 - 10:12 PM
Invalid escape sequences? Those break the chat program too.
gamax92 #85
Posted 13 June 2014 - 02:11 AM
Pushed some changes to CCLite:
fs.find filters out lua patterns
fs.find cleans the path
fs.find returns directories
fs.getSize returns correct size
fs.combine keeps "*"
fs.open doesn't attempt to open directories
improved "Invalid Path" checks
fs.getDir works properly for "../../.." -> "../.."
fs.getName rewritten

Now, you are able to do this:
fs.exists("???||||<><>?ro**m/prog?*???rams") -> true

fs.find still has a few bugs:
fs.find won't return say ".apples" if you search for "*****.*"

The "Invalid escape sequences" is a case of "LuaJIT does this (5.2 support), Lua and LuaJ doesn't".
LuaJIT complains about them since its a 5.2 feature.

EDIT: and fixed the side effect, turns out fs.find wasn't written properly in the first place.
Edited on 11 July 2014 - 02:12 PM
AlphaD #86
Posted 14 June 2014 - 10:07 PM
This is very good!
Sorry, how I can attach a wifi modem using the cclite apis?
gamax92 #87
Posted 15 June 2014 - 04:07 PM
cclite.peripheralAttach("what side","wirelessModem")

I really need to mention this in the front post.
lebalusch #88
Posted 15 June 2014 - 10:27 PM
Does cclite.peripheralAttach("what side","monitor") work then?
Lignum #89
Posted 15 June 2014 - 10:28 PM
Does cclite.peripheralAttach("what side","monitor") work then?
No, it doesn't.
mistertimn #90
Posted 10 July 2014 - 05:22 AM
At last! An emulator that finally works on my computer. Had to use the .love file instead of the .app on my MacBook. The .app would launch, then immediately close before it had a chance to appear in my dock. Not sure why.

Anyways, thank you thank you a thousand times thank you.
Chickenbreadlp #91
Posted 31 July 2014 - 11:22 PM
I tryed the emulator and its a good one too. BUT there is some sort of Bug which write "inf" under the bottom bar from my OS. Which was pretty suprising for me, because on the mod in Minecraft it dosn't show this "inf".
Alice #92
Posted 02 August 2014 - 06:23 AM
Just a question. Can you tell me the code that would allow me to use the Love2d "require()" function?
gigagames #93
Posted 17 August 2014 - 11:22 AM
Hello,
i have an Problem whit this Emulator !
Im using Win 7 (Ultimate) 64 bit
Im have test it whit the CCLite Multi Computer Builds for 64 and 32 bit
With and Without admin rights

So my Problem:
If i go in some Folders and write edit … i doint get the save button
if i in the "non named folder (>)" im became the Save button but if i press save i got :
Error saving to "filename"

if im try using pastebin get … Name i got "pastebin:101: attempt to index local "file" (a nil value)

so im cant do Nothing ! why ? what do im wrong
Edited on 17 August 2014 - 09:45 AM
MKlegoman357 #94
Posted 17 August 2014 - 03:24 PM
Are you trying to edit files inside the /rom folder? Could you show us a screenshot maybe, or reproduction steps of this error?
gigagames #95
Posted 17 August 2014 - 04:06 PM
Are you trying to edit files inside the /rom folder? Could you show us a screenshot maybe, or reproduction steps of this error?
Steps :
Download for Win 64bit
Unzip it, Starting cclite-frames-64 (i have try with and without admin rights)
Pressing New - Normal Computer - (ID 0) Ok - Writing edit test - press some randome buttons - press STRG and try to Save
Then i became "Error saving to Test"
then i try pastebin:
pastebin get .. ta
"Connecting to pastebin.com… Success,
pastebin:101: attempt to index local 'file' (a nil value)"

if i go cd rom - edit test - pressing STRG i doint became "Save" im only became Exit and Print


Problem fixed, it was a "Windows" Problem, i must change the %appdata% path, i doint know why THIS program doint like my old appdata path, but now its works
Edited on 18 August 2014 - 05:20 PM
lebuildman #96
Posted 19 September 2014 - 10:48 PM
Created a Help File for CCLite API (http://pastebin.com/7yrh8fWg)

Add it to the "rom/help" of the Emulator. It will help many people using the CCLite!
gamax92 #97
Posted 18 April 2015 - 09:41 PM
It's been a while, hasn't it.

Just updated CCLite to 1.73, and fixed up a lot of bugs:
SpoilerFirst batch:
Updated to Love 0.9.2
Added http.checkURL
Check for NaN in term.setTextColor and term.setBackgroundColor
Fix the not string url error in http.request
bad urls's now return false,msg instead of erroring
os.setComputerLabel now takes a function and treats it as nil
os.startTimer and os.setAlarm no longer cares about the number of arguments passed
Move the starting index for times and alarms from 1 to 0
Fix os.setAlarm's range error
Check for NaN in os.cancelTimer and os.cancelAlarm
Fix peripheral.call's error message conditions
Fix fs.open's error order
Check for valid redstone strength in redstone.setAnalogOutput
Fix the typo in redstone.getBundledOutput(sude)
Have NaN return true in testBundledInput
Move bit api argument validation logic to a function
Fix bit api error order, and check if argument is a integer (which also fixes NaN)
Add various functions to tostring's database, and remove coroutine.create from it

Second batch:
Added in __inext, finally!
removed the confusing math.trunc stub (why was it there anyway)
replace math.pi with the low precision version LuaJ uses

EDIT:
Also wtf is with dan200 and GravityScore putting backslashes in their lua patterns?
Like … it doesn't do anything, you can remove them and it still works the same way.
They also are escaping stuff that aren't even lua pattern elements …

EDIT2:
oops… I accidently the windows builds, they should be fixed now.
Also added a couple more fixes
Edited on 18 April 2015 - 10:14 PM
GravityScore #98
Posted 19 April 2015 - 06:19 AM
Also wtf is with dan200 and GravityScore putting backslashes in their lua patterns?
Like … it doesn't do anything, you can remove them and it still works the same way.
They also are escaping stuff that aren't even lua pattern elements …

Because every normal regex engine uses backslashes to escape special characters, and its hard to break old habits. Plus I'm too lazy to look up what actually are the characters I need to escape, so I just escape everything I think needs it.
gamax92 #99
Posted 20 April 2015 - 02:32 AM
heh, okay
gamax92 #100
Posted 20 April 2015 - 08:49 PM
Sorry for the double post, but another update:
SpoilerCheck for and handler -infinity and infinity in the bit argument validator
Apply the custom error patch to all of api.lua
prepend "Java Exception Thrown: java.lang.IllegalArgumentException: " to bit errors
remove "0x" from functions and table in tostring
try to format numbers as longs, else use float precision
capitalize String in loadstring's source error message
extend the redstone stub
remove the truncate code from math.random
restore math.pi
fix character rendering positions
allow 96 (`) to be rendered
render nul as a space
use string_trim in the tonumber patch so it works more often
return true in http.request
don't fail if opening a file in append mode and the file doesn't exist
create the path for a file when opening in writing modes
have os.time and os.day use love.timer.getTime() - startTime, since os.clock is not always guarenteed (and wasnt) to be synced up
in frames, the above will use the time the emulator started and not the time the computer started
fs.combine no longer removes spaces from a path
actually emulate event filters instead of relying on the parallel api! (which never gets used thanks to the parallel api!)

Thanks to this guy for not having reported this very old bug. But seriously, I am listening, and will fix things for you. You just gotta tell me about things.

EDIT: I accidentally did something really bad, it had really bad results, I am going to not do that now, fixed a really bad thing.
Edited on 21 April 2015 - 01:52 AM
Anavrins #101
Posted 27 April 2015 - 06:20 PM
It would seem like the .love archive wasn't updated properly on the website.
The .love still says "Found CCLite update" while the .exe doesn't
Anfred #102
Posted 13 June 2015 - 03:59 PM
This is amazing, thanks for making it! I have been looking for a way to make a custom linux distro, then configure it to boot a CC OS on my Raspberry Pi (real world computer). Do you think I could use Love2D with CClite and CC code to build a stand alone linux app?

In other words, could this be used to build stand alone apps, instead of launch them? I have a feeling this question has already been answered somewhere in forums. If it was possible to run One OS or Nova OS etc. as a stand alone linux app, then it would also be possible to boot them at startup; this would mean a real world CCOS computer!

I already have a Raspberry Pi (Raspbian Linux) that is set to boot straight into the Scratch app, so this really seems like a possibility with some help.
cyanisaac #103
Posted 03 July 2015 - 04:27 AM
Is this going to be updated for ComputerCraft 1.74?
gamax92 #104
Posted 18 July 2015 - 05:41 PM
Updated to CC 1.74!
SpoilerFixed tostring making infinity and nan capitalized
Added term.blit, term.getTextColor, and term.getBackgroundColor
Changed the cursor blink rate to 3/8th of a second (why this number)
Render \r and \n as spaces
Fixed the color blue
Stopped using solid black for the background
Completely redo the bit api, again
Added key_up and mouse_up events
Added repeat flag to key event

As for the .love and the .exe produce different updating results, not sure.
The exe gets built using the resulting .love which includes builddate.txt,
and the same builddate.txt gets uploaded to the website

EDIT: Whoops, I forgot the load function, not that it matters anyway since the bios immediately overwrites it >_>
EDIT2: Added some more updates for CC1.74
(EDITOR STOP EATING MY POST)
Edited on 18 July 2015 - 04:57 PM
Waitdev_ #105
Posted 19 July 2015 - 04:13 AM
so glad you updated it to 1.74 :D/>
Waitdev_ #106
Posted 01 August 2015 - 10:34 AM
i found a bug, and a question.
the bug is, anything with readAll() won't work, kind of like the http api is broken :/
i'm using Windows x32
also, how do i use cclite.peripheralAttach() with a wireless modem?
HPWebcamAble #107
Posted 01 August 2015 - 06:56 PM
i found a bug, and a question.
the bug is, anything with readAll() won't work, kind of like the http api is broken :/

Do you have any relevant code?
Waitdev_ #108
Posted 02 August 2015 - 02:43 AM
i found a bug, and a question.
the bug is, anything with readAll() won't work, kind of like the http api is broken :/

Do you have any relevant code?
i tried installing krist, but it failed every time there was .readAll()
cyanisaac #109
Posted 03 August 2015 - 07:13 PM
Where does CCLite store its data in Mac OS X?
SquidDev #110
Posted 03 August 2015 - 07:23 PM
Where does CCLite store its data in Mac OS X?
I think:
  • Windows: %APPDATA%\LOVE\ccemu\data
  • Linux: ~/.local/share/love/ccemu/data
  • Mac: ~/Library/Application Support/LOVE/ccemu/data/0/
cyanisaac #111
Posted 03 August 2015 - 07:36 PM
Where does CCLite store its data in Mac OS X?
I think:
  • Windows: %APPDATA%\LOVE\ccemu\data
  • Linux: ~/.local/share/love/ccemu/data
  • Mac: ~/Library/Application Support/LOVE/ccemu/data/0/

EDIT: NVM
Edited on 03 August 2015 - 05:36 PM
3d6 #112
Posted 07 August 2015 - 10:33 PM
i found a bug, and a question.
the bug is, anything with readAll() won't work, kind of like the http api is broken :/

Do you have any relevant code?
i tried installing krist, but it failed every time there was .readAll()
Krist doesn't work on emulators that can't use HTTPS
Anavrins #113
Posted 08 August 2015 - 02:34 AM
Krist doesn't work on emulators that can't use HTTPS
Weird, I'm able to load both http://www.computercraft.info and https://www.google.com with CCLite.
HPWebcamAble #114
Posted 08 August 2015 - 05:04 AM
i tried installing krist, but it failed every time there was .readAll()
Krist doesn't work on emulators that can't use HTTPS

Is there an emulator that can? I was under the impression that CC itself couldn't use HTTPS
secret6timb1 #115
Posted 06 September 2015 - 03:36 PM
Found an error

os.startTimer(1) print(os.pullEvent("timer")) –Just sits there, also sometimes doing some things with timers can result in a too long without yielding error

Dangit. Ccemuredux didnt update there link yet for the opengl patch and now I cant use this for my current project e.e. Guess ill have to pause developement.
HPWebcamAble #116
Posted 06 September 2015 - 05:25 PM
Found an error

os.startTimer(1) print(os.pullEvent("timer")) –Just sits there, also sometimes doing some things with timers can result in a too long without yielding error

Dangit. Ccemuredux didnt update there link yet for the opengl patch and now I cant use this for my current project e.e. Guess ill have to pause developement.

Well, there's always regular Minecraft :P/>
LeCanardNoir #117
Posted 14 September 2015 - 08:15 PM
How can we install or add a turtle emulator.
Whit cclite-frame.love i can use computer and pocket computer, basic or advanced, But no turtle too simulate some turtle function.
Exerro #118
Posted 14 September 2015 - 10:42 PM
I don't think there's any emulator that adds in turtle emulation support. It would require them to basically write minecraft all over. Just use minecraft if you're making turtle code.
TheFreeHigh #119
Posted 15 September 2015 - 01:31 AM
How can we install or add a turtle emulator.
Whit cclite-frame.love i can use computer and pocket computer, basic or advanced, But no turtle too simulate some turtle function.
Well, you can't emulate a Turtle on a non-Minecraft behavior, it's just unnecessary. But if you want to simulate a turtle than look how to create a replaceable Turtle API that calls CCLite cclite.message(string sMessage)function to like message you when a turtle-like device tried to make something.

PS: This is make me think about to make a pull request in Gamax92's GitHub to add some turtle behavior maybe. Umm…..
funzrey_ #120
Posted 16 September 2015 - 11:29 PM
I think i'll stay with CCEmuRedux for all of my online (internet access) work, but when im offline (aka on the go) I think i'll use this, It's pretty good, except it dosen't support labels (or atleast titles on the windows)
TableCraft0R #121
Posted 20 October 2015 - 07:29 AM
Scaling on Hi-DPI Displays looks bad.
Admicos #122
Posted 14 December 2015 - 07:25 PM
i think fs.list doesn't use the alphabetical order (like the original computercraft)

This breaks some stuff i need to do. Please fix
apemanzilla #123
Posted 15 December 2015 - 05:12 PM
Why don't you just sort the table it returns with table.sort?
gamax92 #124
Posted 15 December 2015 - 10:43 PM
Thanks for reporting none of this on GitHub, I'll get around to fixing some of this stuff soon.

EDIT: fs.list is not sorted on ComputerCraft either.
Edited on 15 December 2015 - 11:20 PM
gamax92 #125
Posted 18 December 2015 - 08:43 PM
Updated for CC1.75, which realistically isn't much so, also fixed a bunch of things:

SpoilerRevert the broken bit api emulation since it's fixed in CC now
Support headers in http.request
Warn if using HTTPS without lua-sec enabled
Added message to "http_failure" event
Truncate labels to 32 characters
Make the configuration system a bit more dynamic
Remove legacy config and legacy mounting code
Add a mapping for 'pause' key
Correct "char" event to use a simple 32-126 check
Increased paste limit from 128 to 512 characters
Don't queue "paste" event if clipboard is empty
Fix event queue hangs

Fix frames' Computers ignoring configuration for terminal size
Add Label and ID into Computer window titles
Copied the improved background rendering code into frames
Rename all Emulator to Computer in frames rendering code
Allowed Color 7 and 8 for Normal Computers
Note: Normal Computers are slightly broken, but atleast they don't crash now.

If you refuse to read the above, atleast read this: Normal/Uncolored computers are somewhat broken, if anyone knows why, I'd appreciate the help.

EDIT: Fixed the Normal/Uncolored computers.
EDIT2: Fixed pastebin (and any site that uses relative redirects in general)
Edited on 19 December 2015 - 04:06 PM
cyanisaac #126
Posted 13 January 2016 - 04:27 PM
When is 1.76 being ported?
apemanzilla #127
Posted 13 January 2016 - 04:57 PM
When is 1.76 being ported?

It already is, but he hasn't updated the builds. You need to build it from source code.

Edited on 13 January 2016 - 03:58 PM
DannySMc #128
Posted 07 March 2016 - 10:52 PM
Going to ask a silly question, has anyone been able to create a virtual peripheral: wireless (or wired) modem? I am struggling haha
apemanzilla #129
Posted 17 March 2016 - 03:40 AM
Going to ask a silly question, has anyone been able to create a virtual peripheral: wireless (or wired) modem? I am struggling haha

There are some included already...
DannySMc #130
Posted 17 March 2016 - 10:49 AM
Going to ask a silly question, has anyone been able to create a virtual peripheral: wireless (or wired) modem? I am struggling haha

There are some included already...

Didn't see that, thanks!
DvgCraft #131
Posted 04 April 2016 - 04:07 PM
Great program! I have a suggestion. Woudn't it be nice if we could take screenshots? It isn't very convenient to use windows's tool and then remove the borders yourself. I think it would be a nice thing to have.
ebernerd #132
Posted 06 July 2016 - 06:06 AM
This is my favourite emulator, but currently I can't download stuff through github since the luasec thing for https doesn't load. Any reason/fix for this?
TheRockettek #133
Posted 27 August 2016 - 01:46 PM
erm how webmeant to pressbctrl on android (fireos in this case (kindle))

Need tl fix on android version:
1. No buttons such as ctrl (maybe add a button in the app to enter a ctrl key on it.)
2. When you exit and go back in, the keyboard is gone and you cant get it back.
3. IDK WHERE FILES ARE STORED
(For some reason when it uses fs.open the screen goes black for a second :/)