Author Topic: Porting Addins for SH4  (Read 5672 times)

0 Members and 1 Guest are viewing this topic.

Offline hemidemisemi

  • LV0 Newcomer (Next: 5)
  • Posts: 3
  • Rating: +0/-0
    • View Profile
Porting Addins for SH4
« on: February 03, 2013, 11:42:07 pm »
I have just started working on porting some games from older models to SH4, explained as possible here: http://community.casiocalc.org/topic/7000-power-graphic-2-development-thread/

I have zero experience with C and the Casio SDK but I have gotten the application CalcCity to at least run on my calculator.
Unfortunately, it still crashes sometimes (but never in the emulator/debugger...) so I was wondering what it takes to get a debug output on the device itself.

Also, I had to replace Epsilion with RevolutionFX, but there are some modified files linked in the thread.  How do I use those?

Hopefully someone here (or there) can help. :D

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Porting Addins for SH4
« Reply #1 on: February 04, 2013, 01:06:01 am »
Heya,

Nice to hear that you want to port some apps to newer models. It was a shame to see that most old games and tools stopped working on the same model just because they now use a newer processor and undocumented features. Sadly I can't help much, though, since I don't code for Casio, and such thing probably requires quite a bit of coding experience, although maybe someone like Flyingfisch, SimonLothar or MPoupe might be able to. I don't know if such on-calc debugging tool exists for 9860G models, though, so you might be out of luck.

Have you checked through the download sections on Casio sites?

http://www.casiopeia.net/forum/downloads.php
http://www.casiokingdom.org/calculator-forum/index.php?action=dldir (more outdated)
http://www.planet-casio.com/Fr/programmes/programmes-casio.php?PHPSESSID=c629b734ec9555a444d8e94e81c3df13
And of course http://www.casiocalc.org/to/fsdisplay.php

As for RevolutionFX you mean this, right? http://revolution-fx.sourceforge.net/
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline hemidemisemi

  • LV0 Newcomer (Next: 5)
  • Posts: 3
  • Rating: +0/-0
    • View Profile
Re: Porting Addins for SH4
« Reply #2 on: February 04, 2013, 01:30:08 am »
Almost every app does not work because Casio seems to have changed the way C/C++ addins reference things like keypresses and the display. *doh*

The French Planet Casio has a compatibility list but it only contains about 10 items and it seems hard to find people actively developing for these new models anymore!

Ill keep trying with some simpler stuff than CalcCity and maybe learn C and run into those devs in the meantime. ;)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Porting Addins for SH4
« Reply #3 on: February 04, 2013, 01:52:03 am »
Ah I see. I thought a few more were compatible, although I knew a lot weren't anymore. Most people who make 9860G games are French but most are BASIC programmers.
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline flyingfisch

  • I'm 1337 now!
  • Members
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1620
  • Rating: +94/-17
  • Testing, testing, 1...2...3...4...5...6...7...8..9
    • View Profile
    • Top Page Website Design
Re: Porting Addins for SH4
« Reply #4 on: February 04, 2013, 02:05:06 pm »
Casimo posted some very useful code patches in this thread: http://community.casiocalc.org/topic/7000-power-graphic-2-development-thread/

They will make most addins work on the new calcs so long as you have the source code. ;)
« Last Edit: February 04, 2013, 02:05:25 pm by flyingfisch »



Quote from: my dad
"welcome to the world of computers, where everything seems to be based on random number generators"



The Game V. 2.0

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Porting Addins for SH4
« Reply #5 on: February 04, 2013, 05:44:21 pm »
Interesting. Does that include any undocumented code?
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline hemidemisemi

  • LV0 Newcomer (Next: 5)
  • Posts: 3
  • Rating: +0/-0
    • View Profile
Re: Porting Addins for SH4
« Reply #6 on: February 04, 2013, 06:15:58 pm »
Casimo posted some very useful code patches in this thread: http://community.casiocalc.org/topic/7000-power-graphic-2-development-thread/

They will make most addins work on the new calcs so long as you have the source code. ;)

Yes, I linked to that in my original post and have used the tips mentioned there to make sense of the porting process.  Casimo linked me to another thread over there and I will check it out and report how it's going.  I want to get this!

Offline flyingfisch

  • I'm 1337 now!
  • Members
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1620
  • Rating: +94/-17
  • Testing, testing, 1...2...3...4...5...6...7...8..9
    • View Profile
    • Top Page Website Design
Re: Porting Addins for SH4
« Reply #7 on: February 04, 2013, 06:25:22 pm »
Interesting. Does that include any undocumented code?

not sure.



Quote from: my dad
"welcome to the world of computers, where everything seems to be based on random number generators"



The Game V. 2.0

Offline Bion

  • LV0 Newcomer (Next: 5)
  • Posts: 1
  • Rating: +0/-0
    • View Profile
Re: Porting Addins for SH4
« Reply #8 on: October 18, 2013, 02:33:01 pm »
Flying fish, if you have the addins can you edit the source code with code on the linked forum? If not how do you get the source code/edit it?