Would it be possible to make this multiplayer? I saw some other games that use the headphone like connector to connect two calculators together and play multiplayer? Would it be possible to do something like this for Minecraft here?
I've been following the updates of this project ever since you announced it at Planète Casio. Great work as always!
I managed to compile your game with GCC 15.2 + libfxcg 0.5.2 under Linux. Comparing to the current version, this build comes with general performance uplift, floating point calculation speedup and LTO that reduces the add-in size. Under Ptune4's F5 preset + LCD overclock and default video settings, I get 64→86 FPS when looking at the sky and 43→51 FPS when blocks occupy ~50% of the screen and there are item entities. The add-in size is also reduced from 525728 to 479056 bytes thanks to LTO. Without this compilation flag the build size would have been 556200 bytes.
I managed to compile your game with GCC 15.2 + libfxcg 0.5.2 under Linux. Comparing to the current version, this build comes with general performance uplift, floating point calculation speedup and LTO that reduces the add-in size. Under Ptune4's F5 preset + LCD overclock and default video settings, I get 64→86 FPS when looking at the sky and 43→51 FPS when blocks occupy ~50% of the screen and there are item entities. The add-in size is also reduced from 525728 to 479056 bytes thanks to LTO. Without this compilation flag the build size would have been 556200 bytes.
- CalcLoverHK
- Newbie (Posts: 9)
-
- 04 Dec 2025 08:18:54 am
- Last edited by CalcLoverHK on 12 Dec 2025 02:21:50 am; edited 2 times in total
Ok, I just ported this game to fx-CG100/Graph Math+ as well. This is done by mapping the new OS addresses to fx-CG50 syscalls, which is the same approach KhiCAS uses for its MPM version. In fact, I saved a lot of time from this thanks to KhiCAS's mapping. I also fixed a bug in libfxcg that hangs the new calculators when executing strcat and adapted DMA update from gint's implementation to replace the Bdisp syscalls. It now runs at exactly the same speed as in fx-CG50.
This is the result
https://imgur.com/a/oRx9B0r
Changed keys (fx-CG50→fx-CG100)
F1→ON
F2→HOME
F3→PREVTAB
F4→PGUP
F5→PGDOWN
OPTN→OK
VARS→VARIABLES
MENU→SETTINGS
This is the result
https://imgur.com/a/oRx9B0r
Changed keys (fx-CG50→fx-CG100)
F1→ON
F2→HOME
F3→PREVTAB
F4→PGUP
F5→PGDOWN
OPTN→OK
VARS→VARIABLES
MENU→SETTINGS
Hi everyone, I'm back from a long time away. I am planning to continue development on the game. Multiplayer through the headphone jack is possible and I would love to add it, but first I have to fix a lot of other bugs and issues. CalcLover your work is absolutely amazing on optimizing the compiler and the CG100 built, it is very impressive. Also you overclocker is amazing and goes far beyond anything that I am capable of.
The next thing that I hope to add soon is infinite terrain so I can get started on structures. For any other features you would like me to add just leave a comment.
The next thing that I hope to add soon is infinite terrain so I can get started on structures. For any other features you would like me to add just leave a comment.
I have an fx-cg50 and everytime I try to install this app it drops the files into he memory but doesn't open up as an app, or it doesn't get in at all. Can I please have help on this. I have Prizoop and oxxies Bad apple installed.
Some follow-ups: the GCC 15 build has more FPS and uses less power than the original one. For instance, in fx-CG50 the former build gets 85 FPS/80 mA for rendering the sky alone, whereas the latter one only has 63 FPS/89 mA.
Besides, the Graph Math+ build actually runs faster and way more power efficient than the fx-CG50 build, as it achieves 94 FPS while using only 57 mA. A possible reason is that MPM loads the add-in directly to the RAM (similar to Add-in Push). In contrast, fx-CG50's loading mechanism relies on MMU and only has 256 KB virtualized space for add-ins, but the size of 3D Minecraft add-in is well beyond this limit. This causes page faults and requires constant swappings, which slows down the game and uses more power due to more file operations.
Btw do you have the bitmaps for the add-in icon? I can help you release the fx-CG100/Graph Math+ version but first I would like to have them because my build is still using the default icons lol.
Besides, the Graph Math+ build actually runs faster and way more power efficient than the fx-CG50 build, as it achieves 94 FPS while using only 57 mA. A possible reason is that MPM loads the add-in directly to the RAM (similar to Add-in Push). In contrast, fx-CG50's loading mechanism relies on MMU and only has 256 KB virtualized space for add-ins, but the size of 3D Minecraft add-in is well beyond this limit. This causes page faults and requires constant swappings, which slows down the game and uses more power due to more file operations.
Btw do you have the bitmaps for the add-in icon? I can help you release the fx-CG100/Graph Math+ version but first I would like to have them because my build is still using the default icons lol.
- CalcLoverHK
- Newbie (Posts: 9)
-
- 06 Dec 2025 06:55:48 am
- Last edited by CalcLoverHK on 11 Dec 2025 05:59:47 am; edited 2 times in total
Thanks for the bitmap files!
I recommend you buy Graph Math+ from Amazon Germany instead. Unless your exams only allow this model, it is way too expensive and both calculators are essentially the same. Besides, some recent fx-CG100 are equipped with OS 2.00.0212 which is unsupported by MPM at the moment.
I updated the makefile and source code to compile for fx-CG100 with a macro. Pass `make MPM=1` to terminal to compile it.
Download for fx-CG50 and fx-CG100
Download fxcraft SDK for Windows
010ello010 wrote:
Maybe I will buy a CG100 myself to test out your builds.
I recommend you buy Graph Math+ from Amazon Germany instead. Unless your exams only allow this model, it is way too expensive and both calculators are essentially the same. Besides, some recent fx-CG100 are equipped with OS 2.00.0212 which is unsupported by MPM at the moment.
I updated the makefile and source code to compile for fx-CG100 with a macro. Pass `make MPM=1` to terminal to compile it.
Download for fx-CG50 and fx-CG100
Download fxcraft SDK for Windows
Hm, with LTO enabled the game could be stuck randomly while generating Perlin worms if caves option is on. It does not appear when the build is compiled without LTO or `generateWorm()`. I tried to insert some log messages in its loops (e.g. after `int maxY = GetPerlin(x, z);`) to see which line went wrong, but somehow the generation was successful, albeit progressing with a very slow speed.
Update: adding `__attribute__((always_inline)) inline` in front of `void generateWorm()` mostly alleviate the issue (since the function is only used once), but with occasional abort.
Update: adding `__attribute__((always_inline)) inline` in front of `void generateWorm()` mostly alleviate the issue (since the function is only used once), but with occasional abort.
Register to Join the Conversation
Have your own thoughts to add to this or any other topic? Want to ask a question, offer a suggestion, share your own programs and projects, upload a file to the file archives, get help with calculator and computer programming, or simply chat with like-minded coders and tech and calculator enthusiasts via the site-wide AJAX SAX widget? Registration for a free Cemetech account only takes a minute.
» Go to Registration page
» Go to Registration page
» Goto page Previous 1, 2, 3, 4
» View previous topic :: View next topic
» View previous topic :: View next topic
Page 4 of 4
» All times are UTC - 5 Hours
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
Advertisement