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Messages - BuckeyeDude

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16
WabbitStudio Software Suite / Re: Wabbitemu Android Beta
« on: February 12, 2014, 09:19:54 pm »
Seems to work just fine on my real calc with 2.55MP.

Its probably a problem with BootFree. I have a new version that fixes some incompatibilities with the real bootcode that seems to run it just fine.

As for updates on this, I'm busy fixing some race conditions related to OS downloading and searching for files. Also barring any huge issues, the next update will have 84PCSE support, which is requiring a lot of additional testing.

17
WabbitStudio Software Suite / Re: CSE support for Wabbitemu ?
« on: February 06, 2014, 07:45:02 pm »
As Juju said, ROM-creation-created ROMs still fail to boot. Do you know when this can be fixed?

* pimathbrainiac wants to use the CSE stuffs

I've got a version that runs, go ahead and give it a shot: http://buckeyedude.zapto.org/Revsoft/Wabbitemu/Beta/Wabbitemu.exe. I've updated both BootFree and rom8x, test them both and see if they work. I haven't implemented any new boot page calls for the 84pcse, so likely some things will not work, but it at least boots and runs programs.

18
WabbitStudio Software Suite / Re: CSE support for Wabbitemu ?
« on: February 05, 2014, 01:10:48 am »
Also bug report: The ASM Tunnel isn't emulated properly, yet mine is emulated fine:

(At first I tried playing through the entire game anyway but this gave me an headache lol)

Btw will there be an option to use xLIBC color palette for screenshots? (which is limited to 256 colors)

Good catches. I've posted an updated version that fixes the tunnel problem with LCD scrolling, and should have better GIF palettes now. GIF sizes now default to 1x for color and 2x for everything else, and this setting will be saved now too. 84PCSE should show variables on calc and allow exporting.

BuckeyeDude

19
WabbitStudio Software Suite / Re: CSE support for Wabbitemu ?
« on: February 04, 2014, 01:23:51 am »
Question, do we really need the ability to capture 640x480 screenshots? O.O

Btw emulation seems perfect for this game. The only difference is the lack of scanline emulation, so the ghosts flickers differently than on the real calc.

EDIT: Actually i notice that some colors are wrong in screenshots, but I guess it's inevitable considering the calc has 16 or 18 bit colors, yet GIFs only have 8.

Double size GIFs were pretty much free, so they are in there. The default is 2x for the 96x64 calcs, and I haven't resolved how I'm going to handle that setting for the new LCD. As for GIF colors, unfortunately they are not perfect yet. I have a new algorithm that I want to try, but for now its just using the web safe palette + 40 custom colors.
I agree, the flickering is a little too obvious right now. I'm working on improving the LCD accuracy, trying to get it closer to how the real calc works. Clzdg and I were talking about doing some frame blurring, but my first attempt looked awful so I left it out.

20
WabbitStudio Software Suite / Re: CSE support for Wabbitemu ?
« on: February 04, 2014, 12:59:10 am »
I tried making a ROM with the wizard and it doesn't really work? The screen stays black.
Oh good point, my bootcode still has some issues. I forgot I added that option.

21
WabbitStudio Software Suite / Re: CSE support for Wabbitemu ?
« on: February 04, 2014, 12:41:06 am »
As promised, I've got a new version to test. I think I have the important parts of the new hardware working. http://buckeyedude.zapto.org/Revsoft/Wabbitemu/Beta/Wabbitemu.exe
The two important things not currently working are the variable tree (meaning no variable exporting), and the debugger has nothing useful for the new LCD.

Let me know what issues you encounter, or any useful things you need.

BuckeyeDude

22
WabbitStudio Software Suite / Re: Wabbitemu Android Beta
« on: February 01, 2014, 04:35:45 am »
Portal Prelude doesn't seem to work. It shows a line going up the screen when trying to load.
What boot code and base code are you running on, and does the same thing happen on the PC version of Wabbit?

Will it support the CSE, since you're working on it for PC ?
Yes the core is the exact same as the PC, so once the PC version has CSE support so will the Android version. I did a quick test of a CSE rom and display speed may be a slight issue, its usable but was dropping a lot of frames. Its hard to say this early on without any optimizations in place.

23
WabbitStudio Software Suite / Re: CSE support for Wabbitemu ?
« on: January 31, 2014, 02:48:25 am »
Boy, I know calc84maniac, myself, and some others have awaited this for a long time now. I tried it out quickly, and it certainly seems to be in a basic functioning state. Of course a number of features haven't been made compatible yet, like taking screenshots, but I did manually take this one of calc84maniac's stupendous technological achievement, Steins;Gate, to show off that the hardware emulation is working at least fairly well:

You likely already know about most issues, but I'll mention two that I've discovered.

First, MicrOS does not function properly, which could suggest any number of bugs. DrDnar all but completely throws out the OS and reboots the calculator himself, so I'm guessing at least one of the low-level hardware aspects of its initialization procedure is causing issues. Perhaps DrDnar can be contacted and recruited to help debug its support, and/or you could try yourself with the full source included in the download.

Second, the performance! It's likely that you simply haven't gotten around to implementing the screen in a properly optimizer manner, but I'm seeing generally slow emulation, and unless my eyes are deceiving me, possibly a decent amount of frame skipping on top. If you'd like any assistance in understanding the (much more complicated than the 83+/84+) driver, I might be able to answer questions, or you could probably ask in IRC or make a dedicated topic to get responses from more knowledgeable people.

But a natively running 84+CSE emulator is a huge boon, so thanks for the good work, and keep it up!
Thanks for all the quick feedback. At this point most everything in the OS should be working, since it only uses a small subset of the LCD functions, which has been my primary goal up to this point.
Getting Micros working is my current state of business. Its getting into an infinite loop during initialization, something to do with setting the backlight levels. I'm hoping that once I get that working, I'll have decent hardware emulation. Having the source to that has been very helpful. I'm also hoping to use that to extend BootFree.
Performance for the LCD should not be bad at all however, it's frames are currently synced to Wabbit's display rate rather than publishing its own. This is likely what you're seeing, as data will not be updated quite when you expected.
I may hit up people at some point with hardware questions but for now I think I have a handle on most of it. Obviously the current version isn't very useful as an emulator yet, but I did want to let you guys know that its getting there, and semi functioning. I'm hopeful that I'll have something decently usable in the next week, depending on Clzdg and my schedules'.

Quote
Actually, I am surprised you were even able to send APPS at all, since that didn't work for me
I'm curious, which apps did you send and what error did you get? App sending should be working just fine, since its only a slight alteration to the current method of loading apps.
Quote
Also, it would be nice if we could setup the LCD to 320x240 instead of 230x155
You can, you just can't do it with the skin. I'm considering setups with a larger skin, but by default I think this will is how it will look.

For completeness here's a list of known issues:
  • Port 24 is not quite correct
  • Double wide pixels don't work currently
  • Partial image support has issues
  • Currently the lcd is always reported as active
  • Interlacing does not display correctly
  • Not sure if ORG mode is implemented correctly
  • No backlight implementation
  • GIFs broken for all calculators
  • Variables are not listed
  • Debugger has no useful information about the new LCD

24
WabbitStudio Software Suite / Re: CSE support for Wabbitemu ?
« on: January 30, 2014, 08:30:58 pm »
It is coming soon, but I'm still working on resolving all the complexities of the LCD. You can test my latest build here: http://buckeyedude.zapto.org/Revsoft/Wabbitemu/Beta/Wabbitemu.exe

BuckeyeDude

25
WabbitStudio Software Suite / Re: Wabbitemu Android Beta
« on: January 23, 2014, 04:11:28 am »
Maybe exporting programs ?
Eventually. Its a lot of work.

Does it have to ungroup 8xg files?
Sort of. Groups are stored as ungrouped files, not as a single unit, so the easiest way to transfer them is to send them individually. I'm not sure what format they need to be in, to be interpreted by the calc as a group.

I can't get Google Play on my Kindle. Can someone upload the apk file to some file sharing website or here so I can get it?
I've submitted it to the Amazon store as well, but it's still going through the review process. Available for kindle here

26
WabbitStudio Software Suite / Re: Wabbitemu Android Beta
« on: January 22, 2014, 02:20:33 am »
Thanks everyone for the help testing, its now available on the Play Store.

As always, let me know what you would like to see added, improved, or fixed.

BuckeyeDude

27
WabbitStudio Software Suite / Re: Wabbitemu Android Beta
« on: January 20, 2014, 04:05:55 pm »
Okay I can open the menu bar thingy, but it seems that it recognizes only *.rom files, not *.8xp files.

I think this should work now. The issue was that files after first searching were not being added to the list.

What specifically makes you need 4.0.4?

Mostly fragments, but there are several other APIs that require 15 that make development not awful. I can fix the fragment issue by changing them to use the support library, but the fragment subclasses are not included so I need to re-implement those.

Well, I figured out how to break it ;D Although, I wouldn't say break it as much as something about it doesn't properly emulate a real 84+.

I'll take a look

Yeah I use android 2.3.5... But as aeTIos I use to have a working (although buggy) version of wabbitemu running on it.

Yes the old version used to work on everything greater than Cupcake, but that's because it was literally just an activity to wrap the Wabbit core. Eventually it can be 2.3 compatible just requires significant changes.

BuckeyeDude

28
WabbitStudio Software Suite / Re: Wabbitemu Android Beta
« on: January 19, 2014, 04:17:40 pm »
It don't want to be installed on my ZTE Blade (rooted) : "There was a problem parsing the package." ("Un problème est survenu lors de l'analyse du kit.").

What version of android is on there? The problem is most like that you need at least Android 4.0.4.

29
WabbitStudio Software Suite / Re: Wabbitemu Android Beta
« on: January 18, 2014, 05:37:21 pm »
Thanks! It's better now. Are tig files not supported? I like the color picker.
TIG files are really just zip files and currently the zip extraction code is windows only. Not a huge priority unforunately. Same with sound, doable but Windows only currently and not a big priority.

30
WabbitStudio Software Suite / Re: Wabbitemu Android Beta
« on: January 18, 2014, 03:07:06 pm »
New version is up at http://buckeyedude.zapto.org/Revsoft/Wabbitemu/Wabbitemu.apk.

Changes:
  • New skins for large displays
  • Better file detection
  • 84PSE faceplate color
  • New menu accessible by swiping left

Known Issues:
  • Out of memory errors
As always let me know if you have any issues or suggestions.

BuckeyeDude

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