• 1

    posted a message on (Real) Shader Mods
    In the vertex shader, I've been using gl_Position to create wavyness. I'm looking for some magic "hack" to emulate waveyness without having to move or anything else.








    Posted in: MCPE: Mod / Tool Discussion
  • 4

    posted a message on (Real) Shader Mods
    Anyone working on shader modding in the latest beta? I have been messing around and created a few awful ones, but I'm curious to see what others have done as well. Some of the better random ones I've done are shown below.

    Really trippy world:


    No-texture:


    Random color mixing:

    White-washed/cartoonish world


    I also have a no-fog shader mod as well, which is in all of those screen shots.
    Posted in: MCPE: Mod / Tool Discussion
  • 1

    posted a message on 4-bit Binary Adder using Minecarts
    From boredom, I wanted to create a calculator of some sort in Minecraft pocket. Since the game currently lacks redstone logic of any sort, I turned my attention to minecarts, and came up with a binary full-adder using them. But sadly, minecarts are not the most efficient method of creating an adder (although it's certainly less complex than a redstone full-adder). I found that for it to be reliable, it can only do computations with 4-bits, as anything higher could produce wrong results.




    To explain it: Minecarts have an odd property where if a moving minecart hits a stopped minecart, then they both recoil off each other and move again. Sadly, this calculator relies on the fact that when two minecarts are close to each other or are intersecting and are stopped by a carpet block or halfslab, then they will not recoil off each other.

    Again, this calculator is 4-bits because if it were any larger, it'd be unreliable, as minecarts close together tend to spread out as they travel for long distances. I use booster rails almost everywhere, even for turns, to prevent this spreading out from happening too often.

    In the video, I added 5 + 13 to get 18, but you could add any two numbers up to 15 + 15 (I have tried quite a few combinations with it and all produced correct results).

    The orientation (direction) that you place the rails does matter! If you build this calculator in any random direction, there is a good chance that it won't work properly. Build it in the direction where if a minecart goes onto another track without using a turn, it'll go to the left, like this: http://i.imgur.com/bRswwa3.png

    Other info: If you don't know how to read binary, it's not very difficult once you understand the pattern: each bit represents a power-of-2 number. Basically to get the decimal version of 1101, take 8*1 + 4*1 + 2*0 + 1*1 to get 13. If you look on the signs in the middle of each two inputs, you see I have the numbers 1, 2, 4, 8 written down, and on the output I have 1, 2, 4, 8, 16. That is to help figure out which power-of-two number each bit represents.

    Yes, it can be more-or-less easily fixed up to do signed subtraction with 2's compliment, but I'm too lazy to do it. That would require a control input bit sent to the first full-adder (1 = subtraction, 0 = addition), and XOR gates that take the control bit and each bit for the first input to send to the full-adder.
    Posted in: MCPE: Show Your Creation
  • 4

    posted a message on PocketViewer for PC
    Updated: July 14th

    If anyone's been around long enough to remember me, I used to make all sorts of PC programs for Minecraft Pocket, such as an inventory editor (MCPEedit), world map maker (MCPEMapMaker), 3D world viewer (MCPEWorldEdit), custom world generator (MCPEGenerator), and a server (Pocket Server)! But, as time went on, and my interest in Minecraft Pocket dwindled, I stopped updating/working on those programs, and even open-sourced them all.

    But, now I'm back, and to celebrate, I thought I'd work on my biggest program/project ever (not just for Minecraft Pocket, but literally ever)! I decided to call it PocketViewer, to break away from that old and annoying "MCPE[insert function]" name scheme I had before. PocketViewer was originally supposed to be a rewrite of MCPEWorldEdit, the 3D world viewer, but now I have even bigger plans to expand it, and combine all my previous ideas into one.

    PocketViewer will be:
    • inventory editor
    • world generator (finite, infinite version to be released on Android & iOS)
    • world editor (in 3D!)
    • entity editor
    • map maker (2D map of your world!)
    • general utilities (.png to .tga converter, SSH to grab MCPE files wirelessly for supported devices, etc.)
    • server/client (if I feel brave enough after doing the other portions)!
    PocketViewer is written entirely in Java, so I don't have to worry about making it compatible with other operating systems. The 3D renderer will use LWJGL, but the rest of the program will be written strictly with Java's GUI graphics for efficiency and to support computers that aren't compatible with LWJGL (if your computer isn't compatible, only the 3D world viewer/entity editor will be off limits).

    Current Progress

    Since I started this program relatively recently, I don't expect a first preview release until at most, 2-3 weeks from this post date (on July 18th through July 25th). At the moment, I am working on the 3D editor (since this started out as a rewrite of MCPEWorldEdit), and then I will be working on a LevelDB format reader to read the new v0.9.0 world format.

    Though, don't worry, I will add many screenshots and update the ETA date as time goes on!

    Screenshots

    For now, I only have screenshots of my 3D world viewer and .tga texture reader, but new screenshots will be added!






    I'm currently working on infinite world rendering. The renderer now uses textures, has lighting (smooth lighting is do-able as well) and frustum culling! The frustum culler (renders chunks only visible on the screen) allows for the FPS to go anywhere from 60 to 200 on lower-end computers like mine!

    The .tga loader manages to work just fine, and loads .tga files in Java as a BufferedImage, which can be used by the 3D renderer for texturing, or can be converted to .png or any other format to help texture pack makers who lack .tga support!

    Post any suggestions for features you may want added, I want this program to include everything a Minecraft Pocket user may ever need on their PC! Just remember, this is specifically a PC program (although the world generator will be ported to Android and iOS), don't suggest things related to modding or that require a mobile device unless you are certain there is a way to do it.

    This project is now on GitHub: https://github.com/jocopa3/PocketViewer
    Posted in: MCPE: WIP Mods / Tools
  • 0

    posted a message on Forcibly Enabled Controller support in Build 11
    Quote from SamurottKnight

    This is quite outstanding! By 1.0.0, we'll already have full controller support!

    Maybe even sooner than that (such as 0.9.1 or 0.9.x); Tommaso replied to my thread on reddit with some promising info.

    Posted in: MCPE: Recent & Upcoming PE Updates
  • 1

    posted a message on Messing around with build 11
    Seeing as I can't wait for the final release to mod again, I decided to try messing around with the builds and modding them. So far, all I've managed to accomplish was "nighttime" in creative, "controller support" (Amazon Fire TV version on Android Phone), flying in survival, creative/survival mode at the same time, enable new AI for skeletons, and... I have no idea, completely broke the world renderer.








    For whatever reason in the last screenshot, un-doing what broke the world renderer caused this world to change size to the old world.

    I don't plan to release these as mods, as I'd rather wait for the final release and blocklauncher before doing anything public. Is anyone else messing with modding the builds though?
    Posted in: MCPE: Mod / Tool Discussion
  • 1

    posted a message on We NEED gamepad support
    There is buggy but added controller support for the Fire TV. It also appears to support other controllers, like my PS3 controller, with some bugs as well. I made a thread earlier showing forcibly enabled controller support, and describing its compatibility with my PS3 controller.

    Hopefully adding support for the Fire TV's controller will help push the devs into adding general controller support as well.
    Posted in: MCPE: Suggestions
  • 2

    posted a message on Forcibly Enabled Controller support in Build 11
    I was bored today, and plugged my PS3 controller into my Galaxy S5 to mess around with it. I opened Minecraft pocket and began trying to play it, with no luck; but one interesting thing that happened was when pressing the Triangle button on the controller, the inventory would pop-up.

    Intrigued, I opened the build 11 binary via IDA and saw there was controller support added. There is also a function called Minecraft::useController that always returns false (shown in screenshot).



    As any curious modder would, I modified the binary to return true instead.

    After signing and installing the now modified APK, I launched it for the first time and got to see what MCPE looks like with controller support on, like it does for the Fire TV.

    So I present to you: bugged controller support!













    Seeing as the controls are mostly for the Fire TV, I did expect there to be bugs when using a PS3 controller, but it just so happens that some buttons do work!

    Joysticks and the d-pad do not work (d-pad does on the world-select screen though); triggers do not work; all buttons except triangle do not work; start and select do not work; last, the two left/right buttons above the triggers do work, and change the item-in-hand.

    Hopefully developing for the Fire TV's controller may just be the push we need to get the devs to add general controller support as well!
    Posted in: MCPE: Recent & Upcoming PE Updates
  • 0

    posted a message on Advanced iOS MCPE Mods [0.9.4: Fly In Survival]
    I can't wait to be semi-useful again! I haven't been around in so long; I've almost forgotten how fun it is to share iOS mods with people. While others will likely work on adding new features or blocks, I will probably focus more on world generation or rendering mods, my two favorite things.

    An iOS version of sonic ether's unbelievable shaders wouldn't be too bad to try, but no promises yet ;D
    Posted in: MCPE: Mods / Tools
  • 1

    posted a message on Minecraft PE Custom World Generator for Android (and eventually iOS)
    Quote from chinesehorse

    Oh my lord, this is exactly what I need for my city. Godspeed to you, OP.
    Also, just out of curiosity, what Android device do you use? C:

    I have two. A Galaxy S5, and a very cheap Chinese tablet that somehow runs MCPE. I have both to test apps on slow and fast devices.
    Posted in: MCPE: WIP Mods / Tools
  • 0

    posted a message on Minecraft PE Custom World Generator for Android (and eventually iOS)
    Quote from InusualZ

    @jocopa3, this will be Open Source?
    Yes, the Android version will be open-source.
    Posted in: MCPE: WIP Mods / Tools
  • 11

    posted a message on Minecraft PE Custom World Generator for Android (and eventually iOS)
    For many who don't know, a long while back I wrote a PC program called MCPEGenerator that created custom maps using a noise algorithm called Simplex Noise. But, since my primary role was modding iOS MCPE, when MCPE lost RTTI around 0.7.2, I left all my other projects and MCPEGenerator to the community as open-source code. Now that MCPE is supposedly getting RTTI enabled in 0.9.0, and now that I have an Android device, I have decided to pickup where I left off with, starting with MCPEGenerator. I am going to make it much more advanced, and develop it for devices rather than computers (though I may also write it for PC to help un-jailbroken iOS users).

    Features the new app and PC versions will include:
    • ​Choose world size
      • Finite world size with custom dimensions
      • Infinite using a planned mod for 500ISE's BlockLauncher (Android) or a custom mod planned for iOS
    • Option to generate oceans
      • Use preset or custom settings for ocean depth, sea level and beaches
    • Option to generate land
      • Multiple types of noise to choose from, including Simplex, Perlin, Fractal, and Voronoi
      • Filters for noise to add different effects
      • Can use basic (presets) or custom conic equations for specific shapes like cliffs or floating islands
    • Option to generate caves
      • Different presets or custom settings for cave generation
    • Option to generate ores
      • Different presets or custom settings for ore generation
      • Add new "ore" veins such as nether rack or quartz
    • Option to generate foilage (plants and trees)
      • Allow for custom tree models
      • Add forests of custom tree types
    • Option to generate custom structures
      • Will have preset or custom structures using schematic files
      • Edit frequency of spawning
      • Choose which biomes structures can spawn in
    • Option to generate custom biomes
      • Will have preset or custom biome settings files
      • Size, frequency, and filters to use for each biome
    Since this is a large project, I expect to finish all the features above in late June or early July, but I will release versions of the app and program whenever I add new and large features. I will start during 0.8.1 getting the core stuff implemented, but will keep it basic with few features. When the 0.9.0 terrain update comes, I will begin adding the rest of the features mentioned (to make it easy for future development).


    Maps generated using my old MCPEGenerator:
    Abstract (plain noise):



    Floating Island:





    Cliffs:







    Hollow Mountain:





    Example of caves:




    Last, since I am no where near a good iOS app maker, I would like to find somebody who can make a jailbroken iOS app. If you do develop iOS apps, PM me, and if possible, show some previous iOS apps you've made.
    Posted in: MCPE: WIP Mods / Tools
  • 0

    posted a message on Opinions on the Win8 BSODs
    It looks like Microsoft is aiming more for "friendliness;" the newer BSOD would look a lot less 'scary' to those who aren't completely computer savvy. The older one offered bug check code, driver KeBugCheckEx info and the physical address that made a BSOD a lot more 'scary' than it needed to be for the average user. Not to mention, the older version had a lot more text aimed for tech-savvy developers, which makes the error seem daunting; the newer one has an easy to read and understand instruction, and leaves a log for developers to find later.

    I like the new one a bit, but I'd rather have the old BSOD, because that's the one I've been used too all my life.
    Posted in: Computer Science and Technology
  • 0

    posted a message on If you could own any phone for free, what would it be?
    If you were given the opportunity to pick out any phone you wanted for free, what phone would you pick? Would it run iOS, Windows, or Android? Would you want to root/jailbreak the phone of your choice?

    Not meant to be a "which phones are better" debate, just opinions on what phone you would rather own if you could.
    Posted in: Computer Science and Technology
  • 1

    posted a message on Best devices to work with MCPE?
    I don't know how well Minecraft Pocket would work with the device itself, but the specs on it are sadly better than my iPad 1. I know Minecraft Pocket doesn't like to work well with a few Android Devices, but that doesn't happen to very many.

    I have honestly never heard of HDE, and the Minecraft Wiki for compatible android devices doesn't have anything on it. I'll try to do some snooping around to see if it would work though.

    It should be important to note, any device that uses ARMv6 for the CPU won't run Minecraft Pocket. The site doesn't what cortex it is, just says ARM CORTEX, so I can't tell for sure. Cortex-A7 or Cortex-A8 use ARMv7 and would support MCPE.

    Edit:
    First, A23 uses Cortex-A8, which should use ARMv7 and be compatible with MCPE (I'm not 100%, I would like someone who uses these tablets to confirm).

    I also did some research out of my own curiosity and found a very cheap ($48) tablet that I believe uses ARMv7 from Tagital.

    Amazon Link

    Another tablet I found is $1 more expensive than the one you found ($58), if you are willing to pay $8 more than your budget.

    Amazon Link

    Dragon Touch is a slightly more reputable company than Tagital or HDE. It uses an Allwinner A13 processor (Cortex-A7 I believe), so it does use ARMv7 and should be compatible with MCPE. Other people who own it have mentioned being able to play Minecraft Pocket on it. The specs are a tad bit better than the other two devices (such as screen resolution), and the device doesn't have nearly as many bad reviews as the Tagital tablet.



    Anyway, either the tablets I provided or the one you found should work. I have never heard of Tagital or HDE before though, but I found more reviews on Dragon Touch than Tagital and HDE (couldn't find a single review for HDE). Both the HDE and Tagital tablets look exactly the same, and appear to have the same specs, with one major difference being HDE has an 8GB storage and Tagital has only 4GB. Dragon Touch also only has 4GB storage.

    A MicroSD would increase that size of the tablets even further, but would cost small bit more. An 8GB MicroSD would only cost $5 though, so not much of a setback.


    Please be a bit careful when looking for cheap tablets though. Some tablets may look neat and work, but they could have some major issues that eventually lead to total failure. More expensive tablets usually hold up better than cheap ones, but since you are on a tighter budget, don't let the price alone entice you.
    Posted in: MCPE: Discussion
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