1 posts
Posted 05 January 2013 - 04:08 PM
Hello I have recently bought myself a
Raspberry Pi and I was thinking it would be cool to have the Computer Craft Os as a Os for it now i know that the computer craft Os and bios doesn't have alot of what is needed to run on a real computer but If I could have it running on a really chopped down version of Linux
so Basically the
Raspberry pi Os would be running on Linux at start up
How hard would this be?
and How would I do this?
I hope I have made my idea clear
ps. and yes i understand that somethings would become usless like anything to do with rednet of monitor etc.
25 posts
Posted 05 January 2013 - 05:03 PM
I don't want to be mean, but what's the point of such an "OS"?
Furthermore, an OS is a really - really - really complicated thing to do, as far as I know, Computercraft OS in not really an OS but more like a shell
180 posts
Posted 05 January 2013 - 05:31 PM
Keep in mind there is NO Sun/Oracle version of the Java JRE for the ARM6 CPU (Which the Pi has)
There is only an extremely stripped down "Java SE" version, which does not work with either Minecraft nor the ComputerCraft emulator.
The only Java runtime currently available is OpenJDK 6. Minecraft unfortunately does not work with this particular JDK/JRE
Also, there is a Java library called LWJGL (the Light Weight Java Game Library) which is required by both Minecraft and the Computercraft Emulator.
I've not found a ready-made version of this for OpenJDK 6 on Arm, which means you'll need to compile it yourself (which took me ages to get working 'properly', although it still has a lot of issues - and it wouldn't compile at all for OpenJDK 7)
Another note - compiling anything on a single rasp pi is an exercise in patients and pain. This really needs a cross-compiler setup on another faster computer to produce arm binaries. Setting up such an environment is a good 6+ hours of work in and of itself.
Those two issues together pretty much rule out the Computercraft Emulator.
About the closest thing you will get is to install the Lua interpreter. There will be nothing at all Computercraft specific in there, only pure Lua.
You can install it with: apt-get install lua5.1 lua5.1-doc
This will let you run .lua scripts, but it is very unlikely any Computercraft program will work without heavy modification and the removal of any/all commands using the CC APIs.
With the state of Java on ARM at the moment, you really are better off sticking to a normal x86 based computer.
1111 posts
Location
Portland OR
Posted 05 January 2013 - 05:34 PM
Mojang is working on a version of MC for the Pi, hopefully when that happens CC will be able to be ported over.
180 posts
Posted 05 January 2013 - 05:51 PM
Mojang is working on a version of MC for the Pi, hopefully when that happens CC will be able to be ported over.
They are porting Minecraft Pocket edition, not the full version of the game.
CC would need completely rewritten from the ground up to run on that.
1111 posts
Location
Portland OR
Posted 05 January 2013 - 06:02 PM
Mojang is working on a version of MC for the Pi, hopefully when that happens CC will be able to be ported over.
They are porting Minecraft Pocket edition, not the full version of the game.
CC would need completely rewritten from the ground up to run on that.
It is based on PE, not a port. It focus is to help get kids into programming. Hopefully porting mods over will not be to difficult.
180 posts
Posted 05 January 2013 - 06:12 PM
It is based on PE, not a port. It focus is to help get kids into programming. Hopefully porting mods over will not be to difficult.
Mojang says otherwise.
http://www.mojang.co...e-raspberry-pi/Aron and Daniel have dedicated time to porting a version of Minecraft: Pocket Edition that comes with a revised feature set and support for multiple programming languages. We’re calling it Minecraft: Pi Edition, and it will be completely free to download.
The current ComputerCraft mod is written to use Forge.
The new pi port will have it's own API, specifically created to give it one. By definition, that means it will be different.
I guess it just depends if someone doesn't mind creating supporting and maintaining a completely different fork of CC.
295 posts
Location
In the TARDIS at an unknown place in time.
Posted 05 January 2013 - 06:24 PM
Well, can Linux run the CC Emulator?
180 posts
Posted 05 January 2013 - 06:26 PM
I probably shouldn't mention this, but the minecraft pi edition that doesn't exist, and I certainly do not have, right at the moment only supports Python and Java APIs, but it is based around a TCP connection so any network capable language should do. The minecraft app itself opens a network port to accept the commands over, which is the only way to work behind the engine and script it.
The only three API commands right now are getBlock, setBlock, and movePlayer. Nothing yet to add in additional blocks nor interact with them.
180 posts
Posted 05 January 2013 - 06:28 PM
Well, can Linux run the CC Emulator?
Linux on x86 and x64 can, yes. Not easily on ARM.
770 posts
Location
In My Lonely Little Computer Corner
Posted 01 February 2013 - 12:44 PM
oops. delete me.
404 posts
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St. Petersburg
Posted 02 February 2013 - 07:14 PM
it would probably be a lot easier to install vanilla Lua to the computer and write a C or C++ program to create the CraftOS environment for Lua than it would be to try to install CC through minecraft
1852 posts
Location
Sweden
Posted 06 February 2013 - 07:52 AM
I hope I don't get all off topic now but.. Why does'nt those who create OS:es create a startup like in.. Well windows
So they let the user select if they wanna run their OS or the regular CraftOS, Since if I've installed an OS then most of the time I like the regular
better since I can do what I want it to do at the startup.
180 posts
Posted 06 February 2013 - 01:02 PM
I hope I don't get all off topic now but.. Why does'nt those who create OS:es create a startup like in.. Well windows
So they let the user select if they wanna run their OS or the regular CraftOS, Since if I've installed an OS then most of the time I like the regular
better since I can do what I want it to do at the startup.
Which aspect do you mean? Most all languages and OSes have a startup method, they just go by different names.
The Windows startup routines are probably the worst example to go by. There are around 50 locations that can start programs in various ways (most due to legacy reasons, some for flexibility, etc) but the fact there are so many is why it's so easy to get infected under Windows and be unable to clear out the malware program. We definitely don't need more of that ;}
If you are referring to CraftOS specifically, then ironically not only does it already have a startup feature, but the file is literally named "startup"!
If you want a menu system to select different OSes, just install the OS and rename its "startup" file to "startup_osname", so you have multiple "startup_blahblah" files.
Keep a "startup_menu" file and copy it back to "startup" after any OS install, and make that your boot menu program.
(There are a few of those around on the forums)
404 posts
Location
St. Petersburg
Posted 06 February 2013 - 01:52 PM
–snip–
while that is a good way to have multiple startup scripts, it doesnt prevent path collisions between OSs
until people agree to partition their OSs based on name or the CC devs implement partitioning, i wouldnt recommend multiple OS installs
97 posts
Location
Ohio, USA
Posted 11 February 2013 - 05:32 PM
If CC is ported to MC Rpi, then I would get one: :)/>
404 posts
Location
St. Petersburg
Posted 11 February 2013 - 06:39 PM
necromancy
why bring this back?
264 posts
Location
Where you aren't
Posted 16 February 2013 - 07:48 PM
better to overpay for a real katana than pay $600 for a $40 wallhanger
Wise words from a spambot.
537 posts
Location
Copenhagen, Denmark
Posted 16 February 2013 - 10:18 PM
Why would you have to use Java for it, and why would you need the CC devs to enable partitioning?
Just write an application in C/++, which adds the functions that CC adds, and then just runs the Lua file with the native Lua libraries?
And maybe even add some graphics with OGL ES.
Then you could just add it to your path, or cd to the desired directory, and run the executable file. That sounds simple enough.