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<Noname> CC emulator written in C# and Lua

Started by MindenCucc, 17 August 2014 - 08:03 PM
MindenCucc #1
Posted 17 August 2014 - 10:03 PM
<noname>

The "native" emulator!
No more derpy LuaJ or LWJGL!



This program is written in C# and mostly Lua… This program can (and will) run CC1.52…
Idunno :P/>/>

Just…

…look at the screenies
SpoilerAs I said, this program is in-dev


At least "adventure" works :P/>/>


Oh, that's new that paint is working :D/>/>


Edit: Temporary fix for drawing is windowing


Function passed to error() means that it is a native error


Okay, just too in-dev :P/>/>

…and the amazing features
Spoiler
  • "Graphical" menu where You can attack attach some peripherals or change some settings (NYI)
  • Full ComputerCraft 1.58 compatibility
  • Portable
  • Color (not wool, instead console colors :P/>/>/>) and click (both left and right, also scrolling) support
  • Using regular plain windows console thus it uses almost no GPU
  • Full support to .NET 3.5 packages in debug mode (NYI)

…and if You like it then why not try it out?

Downloads
SpoilerThe core: *missingno* (not yet uploaded because I'm still implementing some missing things, but if you wanna help me then idk… pm me :P/>/>/> or goto github)
The CCore: http://minecraft.cur...758858/download

Github page: https://github.com/MarcuzD/idk_ccemu_old

Installation: meh, just extract "bios.lua" and "rom" from the CC1.58.zip to the "drive" folder, and you're good to go!

Here is what I need some help in
Spoiler
  • Better drawing code (aka virtual, like term.write("wheeeeeeeeeeeeeidklol") writes only "wheeee", not "wheeee\r\neeeeeeeeeidklol", for this problem I made this: success, numchanged = emu:setcharat(x, y, string))
  • Better http code (not storing everything in http_&amp;lt;randomnumber&amp;gt; files)
  • And the most important thing is to decide how to implement the event system in lua because I dont know how the eventsystem works (i mean that it is stack-based or FIFO?)
</noname>
Edited on 22 August 2014 - 04:02 PM
Engineer #2
Posted 22 August 2014 - 12:34 PM
LuaJ should be part of the emulator because it otherwise isn't a real emulator..
MindenCucc #3
Posted 22 August 2014 - 02:13 PM
Sorry, but this emulator uses native lua because this is not java :P/>
Look at it: https://github.com/MarcuzD/idk_ccemu/tree/master/MarcusD.CC/bin/Debug
theoriginalbit #4
Posted 22 August 2014 - 02:36 PM
Engineer does have a point. It is not a 'real' ComputerCraft emulator in the sense that it doesn't have the same quirks present as LuaJ introduces, this means that a script that could work perfectly fine in your emulator won't work in ComputerCraft
MindenCucc #5
Posted 22 August 2014 - 03:14 PM
I know that the regular old windows console has many limitations (for example colors and "writing outside" the terminal is not possible (it just scrolls)). I just posted this to People give me feedback about how can I improve the code or the "emulator" itself, or add something (for example "add the dropbox peripheral from openmods" or "make the gui actual Form and not a console-gui"). I'll rewrite the code to completely remove emu_init.lua because the native code is more stable, and gets rid of that "native errors showing up as function" (see this image) thing. I may scrap the idea that I use windows console, because as I said the windows console has limitations.

Edit: should I go with winforms or monogame?
Edited on 22 August 2014 - 01:51 PM
Lyqyd #6
Posted 23 August 2014 - 08:14 AM
Locked by request.