Omnimaga
Calculator Community => Discontinued => Major Community Projects => tiDE => Topic started by: SirCmpwn on May 12, 2011, 07:38:50 pm
-
Hello,
Some of you may know that benryves (http://cemetech.net/forum/profile.php?mode=viewprofile&u=1288) once wrote (http://benryves.com/journal/3089868) an (http://benryves.com/journal/3088008) emulator (http://benryves.com/journal/2890418) known as Stetson. He eventually dropped this project, but I came to the point where I needed a TI-83+ emulator written in C# for tiDE. Lucky for me, there was already a working one ready by benryves! I've picked up this project from him, and have begun my own work on Stetson. First of all, this is where I picked it up from:
(http://benryves.com/images/stetson/20071026/pacman-99.png)
It had a screen, with keyboard mapped buttons (missing two buttons as well). There was no debugger and only limited port implementation. Flash control was working, but it was unprotected and flash was perpetually unlocked. It had support for the LCD delay (which makes grayscale work), as well as full implementation of the z80 processor, and basic linking.
Since I got a hold of it, I have changed the GUI to this:
(http://img.removedfromgame.com/imgs/Stetson_Progress.png)
The virtual keypad is fully functional, and the memory viewer as well (though I have not yet completed the ability to modify its contents). Here's what I've added:
-Linux compatability
-Protected port control
-Protected ports
-Fixed screen off state
-Virtual keyboard
-Memory viewer
-Pause/resume emulation
-Fixed broken keyboard mappings
-Added ROM selection dialog
Here are things I have planned to add:
-Finish memory viewer
-Register/status viewer/editor
-Disassembler
-Remaining ports
-15 MHz support
-Source level debugging integration with tiDE
-Sound
-Specialised debugging for KnightOS and GlassOS (the latter requiring more effort)
-GIF recording
-Improved file sending
Any feedback or feature requests?
-
Woah, that looks really nice/useful. Feature-wise, can't think of anything right now, seems like you have most of it covered between the two lists
-
Nice :D
That looks awesome. Can't wait to see this, especially with the tiDE integration stuff :)
-
Yay, I'm looking forward to it. ^.^
-
Very cool. I'm assuming this is for the 83+ family only?
Feature idea: Virtual linking between 2 calcs.
Also, somewhat unrelated: What is GlassOS? I either missed it or am just unfamiliar with it.
-
-Linux compatability
O.O
Very well SirCmpwn, I'd also like a few other things like speed of emulation (100%, 200%, 50%, ...).
Can't wait for a beta release or a RC.
-
This looks promising; I hope there's an RPM release.
-
Feature request: USB support.
-
Also, somewhat unrelated: What is GlassOS? I either missed it or am just unfamiliar with it.
It's an OS project for the 83+/84+ family over at Cemetech. It's being made in C with SDCC, if I'm not mistaken.
-
Feature request: USB support.
You got it.
Very cool. I'm assuming this is for the 83+ family only?
Feature idea: Virtual linking between 2 calcs.
Also, somewhat unrelated: What is GlassOS? I either missed it or am just unfamiliar with it.
z80 Family, yes. Virtual linking, yes (this is already done for linking between emulator<->real calc.
GlassOS is an OS being developed by AHelper over at Cemetech in C.
Very well SirCmpwn, I'd also like a few other things like speed of emulation (100%, 200%, 50%, ...).
Can't wait for a beta release or a RC.
Emulation speed modding is planned, and a beta will probably be sooner than you think.
This looks promising; I hope there's an RPM release.
RPM?
-
This looks promising; I hope there's an RPM release.
RPM?
Redhat Package Manager, used in Fedora.
-
This looks promising; I hope there's an RPM release.
RPM?
Redhat Package Manager, used in Fedora.
Ah, I see. I'll do my best to get it into as many repos as I can.
Also, I've finished the memory viewer, just double click a value to change it. I've also almost completed the disassembler.
-
@Sir: Good to hear. When you say Z80 family do you mean there is a possibility of support for other Z80 models as well (TI-73, TI-82, TI-83, TI-85, TI-86)?
-
Yes, all of the above.
-
Can it also emulate the ti-84 plus?
Feature request: step by step debugging (like ti flash debugger)
This is looking great (and the screenshot looks much like pindurTI, btw)
EDIT: when i posted this, i first got a database error saying it wasn't posted succesfully, then an error saying i've already submited this post. Strange...
-
TI-84+ is planned, and probably the next model to get support.
Step by step debugging is also planned.
-
Ooh, cool!
-
Very well SirCmpwn, I'd also like a few other things like speed of emulation (100%, 200%, 50%, ...).
Can't wait for a beta release or a RC.
Emulation speed modding is planned, and a beta will probably be sooner than you think.
So how's this coming along?
-
Speed modding is done. It was just about the easiest feature to do.
-
It's nice that this is going to support all Z80 models. =)
-
Stetson will only support z80, but tiDE itself will support every programmable calculator made by TI ever, and probably Prism, too.
-
Awesome! ;D
-
I like the beta idea! I can test on multiple platforms, if you want. I always seem to have some trouble with your software for some reason. :D
-
Sure. Right now, I know it works on Windows and *nix under Mono. Once I add more features, it's up for testing on Mac, too, as soon as the public beta is out.
-
Sure. Right now, I know it works on Windows and *nix under Mono. Once I add more features, it's up for testing on Mac, too, as soon as the public beta is out.
What Mono version is needed? 2.6 or 2.8 or 2.10? Is it .NET Framework 3.5?
-
It is .NET 3.5, and I always advise to get the latest Mono.
-
Although this is mostly intended for development, I wonder if the ability to change the calc speed in the middle of gif/video capture without breaking capture or even having the calc stop when it encounter direct input/getkey code could be possible? That's of course if capture is added in the future, but I thought it would be nice since sometimes we want to capture hard parts of a game, but then there's a long-ass NPC convo we want to speed up through or stuff like that, and for people who wanted to create tool-assisted speedruns.
-
Although this is mostly intended for development, I wonder if the ability to change the calc speed in the middle of gif/video capture without breaking capture or even having the calc stop when it encounter direct input/getkey code could be possible? That's of course if capture is added in the future, but I thought it would be nice since sometimes we want to capture hard parts of a game, but then there's a long-ass NPC convo we want to speed up through or stuff like that, and for people who wanted to create tool-assisted speedruns.
Those all sound like great ideas, I'll put them on my mental list. Changing the CPU speed does not affect GIF capture as it is (even though GIF capture isn't done yet <.<).
-
Oh I thought it was just emulation speed change, not CPU speed change, kinda like in WabbitEmu or PindurTI. I was suggesting, though, because in Wabbitemu, if you start capturing then change the emulation speed, then stop recording, your GIF ends up being corrupted.
-
Oh I thought it was just emulation speed change, not CPU speed change, kinda like in WabbitEmu or PindurTI. I was suggesting, though, because in Wabbitemu, if you start capturing then change the emulation speed, then stop recording, your GIF ends up being corrupted.
Yeah, you change the emulation speed, which has the same effect.
And I won't corrupt the GIF, I'll properly handle it.
-
Good to hear :)
Also, make sure 1% speed is really 1%, lol. I remember in Wabbit it said 1%, but in fact when in busy mode it was like 5, so when capturing, it speed up the gif by 100x because it thought it was really 1%, so as a result, animated GIFs ran like 4 times faster than the actual game x.x
-
Good to hear :)
Also, make sure 1% speed is really 1%, lol. I remember in Wabbit it said 1%, but in fact when in busy mode it was like 5, so when capturing, it speed up the gif by 100x because it thought it was really 1%, so as a result, animated GIFs ran like 4 times faster than the actual game x.x
What about 666%?
Runs, will there be a Max Speed Your Computer Can Handle like in Wabbitemu and wxwabbitemu?
-
Percentage will be user specified, and yes there will be a "Max Speed" option.
-
I guess the best options would be from 1% speed to 10000%, but I worry 10000 might cause some older computers to lock up x.x
-
Well, I won't restrict it, I'll just let them pick whatever speed works for them.
-
Ah ok, so basically it won't necessarily be like 1000, but could be 1011% as well? (Like the Nspire emu)
-
Basically, there is an emulation menu. Within that menu, "Speed" opens into a sub-menu. In that submenu will be 25%, 50%, 200%, 500%, Normal, and Maximum, as well as a "Custom" option. Clicking "Custom" will open a dialog where the user can specify a percentage to emulate at.
-
Ah that's cool to hear. :)
I forgot if I asked, but does the emu currently supports z-adress and contrast changing?
-
It supports z-addressing, but I cannot recall if contrast works. I will check tommorow.