Omnimaga
Calculator Community => Discontinued => Major Community Projects => tiDE => Topic started by: SirCmpwn on June 22, 2010, 04:45:22 pm
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You can post feature requests for tiDE here.
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I think I have a few. You might already have them though.
Nspire ARM Asm Support
OS Signing
Open Source (Eventually, I hope that I will be able to run this on other devices)
Good Luck! I really like the idea of an IDE where I don't have to worry so much about setting it up correctly.
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It will be open source eventually, assuming I don't sell it to TI ;)
And, OS signing is planned, Nspire is a possibility. I don't actually own an Nspire, so I have to figure it out with an emulator.
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Not really a feature request for tiDE, but per experience, it might be good to post some updates/notify of them in the public discussion topic too instead of just the locked topic, otherwise people will look at the locked topic but not bother opening the other topic that is not updated to discuss about the update.
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Thats a pretty good point. I'll do that with this next update.
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Well it may be pretty hard to code but I really LOVE the IntelliSense of visual studio, maybe, just amybe you could include that? (and make sure to include a function to toggle it because I knwo some people don't like intellisense...)
So far so good eh? I sure keep an eye on this project!
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Yes, IntelliSense is a really very good thing to have!
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Oh wow, IntelliSense has been there for a while now, I should release updates more often :P
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Hasn't it been in VB for over a decade? I remember in my final years of hi school, I used Visual Basic 6.0, which dated back in 1998, and it already had IntelliSense. It was quite useful sometimes.
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I recommend a to-calc sender, not sure if you can do it and only Texas can, but check for USB, check for calculators, and directly send files to calculator.
I love this idea, but not sure if possible.
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I recommend a to-calc sender, not sure if you can do it and only Texas can, but check for USB, check for calculators, and directly send files to calculator.
I love this idea, but not sure if possible.
We know how to send files. TILP has been doing it for a while. I have a site with the protocol if you want it. Also, SirCmpwn, I can help a little bit with that if you need it. Send me a PM if you need help with that.
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I recommend a to-calc sender, not sure if you can do it and only Texas can, but check for USB, check for calculators, and directly send files to calculator.
I love this idea, but not sure if possible.
We know how to send files. TILP has been doing it for a while. I have a site with the protocol if you want it. Also, SirCmpwn, I can help a little bit with that if you need it. Send me a PM if you need help with that.
Yeah of course we can, tiLP is third-party. I forgot about tiLP. Anyways, if you help Sir, great, because I'd love to see this feature!
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Hasn't it been in VB for over a decade? I remember in my final years of hi school, I used Visual Basic 6.0, which dated back in 1998, and it already had IntelliSense. It was quite useful sometimes.
It's not a language specific thing, it's based on the IDE you use.
I recommend a to-calc sender, not sure if you can do it and only Texas can, but check for USB, check for calculators, and directly send files to calculator.
I love this idea, but not sure if possible.
It's been planned for a while :)
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Hasn't it been in VB for over a decade? I remember in my final years of hi school, I used Visual Basic 6.0, which dated back in 1998, and it already had IntelliSense. It was quite useful sometimes.
It's not a language specific thing, it's based on the IDE you use.
I recommend a to-calc sender, not sure if you can do it and only Texas can, but check for USB, check for calculators, and directly send files to calculator.
I love this idea, but not sure if possible.
It's been planned for a while :)
Great. You also plan Calc-PC?
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Probably not for that one, as I don't see much use for it.
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Probably not for that one, as I don't see much use for it.
Neither do I, since it's Asm and it would have to be decompiled.
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Well, a disassembler is planned, though. I just don't think I'll support pulling files from an attached calculator. I can hook into TI-Connect easily to send files, but not as easily with the other way around.
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Well, a disassembler is planned, though. I just don't think I'll support pulling files from an attached calculator. I can hook into TI-Connect easily to send files, but not as easily with the other way around.
Is there a dissabembler already? I mean, not in tIDE, but a dissambler, just dissambler, or you'll make the first?
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No, disassemblers have been made before. Here's an example: http://www.ticalc.org/archives/files/fileinfo/162/16219.html (http://www.ticalc.org/archives/files/fileinfo/162/16219.html)
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No, disassemblers have been made before. Here's an example: http://www.ticalc.org/archives/files/fileinfo/162/16219.html (http://www.ticalc.org/archives/files/fileinfo/162/16219.html)
That means I can get all Assembly games' source code. I thought you couldn't :)
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You won't get the actual source code, just something that somewhat resembles the source code and results in the same program when compiled.
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You won't get the actual source code, just something that somewhat resembles the source code and results in the same program when compiled.
The numbers spasm creates from assembly text?
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no you'll get the assembly text, for the most part. labels will be named like Label1, Label2 etc. the original source code may have had them as different names. also, no comments.
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no you'll get the assembly text, for the most part. labels will be named like Label1, Label2 etc. the original source code may have had them as different names. also, no comments.
tHE comments things makes sense since spasm doesn't compile comments :S They disappear the moment you compile, so it's impossible to get them back
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no you'll get the assembly text, for the most part. labels will be named like Label1, Label2 etc. the original source code may have had them as different names. also, no comments.
tHE comments things makes sense since spasm doesn't compile comments :S They disappear the moment you compile, so it's impossible to get them back
Yep. Actually, some disassemblers will try and figure out what you are doing, and give names based on that or give comments if it sees a value or something.
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Yeah, some disassemblers are really nice and give you really good output, but never as good as the original source.
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Yeah, some disassemblers are really nice and give you really good output, but never as good as the original source.
Then we gotta make tiDE's the best
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Well, I intend to make a real-time disassembler for stepping into OS calls and other things missing code, which would be limited in its power.
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Well, I intend to make a real-time disassembler for stepping into OS calls and other things missing code, which would be limited in its power.
So, disassembling OSs?
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Disassembling currently executing code at debug-time. Like WabbitEmu.
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Disassembling currently executing code at debug-time. Like WabbitEmu.
Oh! That looks really cool, because there will be an emulator, right?
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Yes, there will be an emulator. Heck, there already is an emulator, it's using Stetson until our own custom emulator is good enough.
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Stetson? Is that another calc emu or something I never heard of? ???
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It's a .NET emulator by Ben Ryves. He was nice enough to give me the source code, and I'm using it as a placeholder until the official emulator is done.
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Ah nice, I did not know it existed. Why didn't he post about it anywhere like on Ticalc? Ticalc is still stuck with VTI even if there were better calc emus for a decade ???
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Because is is only partially done, and he discontinued it. I had to request the source specifically - it isn't open source. It doesn't support flash commands, either.
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Ah, right. Too bad...
I am surprised that this exists, because I visited MaxCoderz ever since they got hacked the first time (on the previous board that ran on Ikonboard 3.1.2a or something instead of PhpBB2/3) and I used to be very active there. I never saw any signs of emulator development by him there, not even in #tcpa logs when they logged the channel and not even on Cemetech. I guess it was more a behind-the-scenes project, unlike PindurTI and later WabbitEmu.
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Here's its page: http://benryves.com/projects/stetson (http://benryves.com/projects/stetson)
"The only place to find information on this short-lived project is in the journal."
Links:
TI Emulation, Functions in Brass and Gemini on the Sega Game Gear (http://benryves.com/journal/2890418)
Brass 3 and TI-83+ Emulation (http://benryves.com/journal/3088008)
Emulating TI-OS 1.15 and a greyscale LCD (http://benryves.com/journal/3089868)
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Thanks for the links. :)
Too bad it died, although I guess it would have been hard to compete against PindurTI and WabbitEmu, which were already far into development for long.
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It may have died, but now it can see new life in tiDE until tiDEmulate is done.
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It may have died, but now it can see new life in tiDE until tiDEmulate is done.
So you're improving his emulator? Great idea, instead of starting from scratch
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Actually, I'm starting from scratch :P the emulator isn't very good, and I don't like the way it works. But I am improving it a little here and there as a temporary thing.
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Ah, right, hopefully his emu helps you a lot. :)
Good luck!
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I have a few features, some of them stupid, but it's worth to give it a try:
> The Asm assembler should report compiling errors (like Spasm) and give an idea of how they can be solved, like some compilers do (which could be done with a database, maybe);
> The editor should highlight Calculator Assembly words instead of Assembly words (like Notepad++), because they're not exactly the same, I think;
> Maybe include a HEX editor/compiler, since HEX is another of way of programming in Assembly;
> > (all these are if HEX is included);
> > HEX<->Decimal<->Binary converter (not hard, I am working on one at the moment in C#);
> > ASCII-2 converter;
> > HEX commands database;
> (back to regular ones);
> Will there be Nspire Asm? I doubt, but just want to know.
If Sir decides HEX is useless to include, I will respect his opinion and concentrate on Asm itself :)
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Hex would be nice, maybe, for those who prefer coding in hex or remember some hex commands, but it would probably depend of how many people actually code in hex compared to z80 style ASM.
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Hex would be nice, maybe, for those who prefer coding in hex or remember some hex commands, but it would probably depend of how many people actually code in hex compared to z80 style ASM.
Yes, Xeda knows HEX very well and is looking for a compiler.
I am of the belief that if he successfully makes an application using HEX it will get more popular. I am learning HEX by the way and have printed in paper lots of commands, I will know them by heart one day
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haha lol...
I wonder if there is a great difference in difficulcy between HEX and ASM :P
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I guess it depends if you know what is the equivalent of an hex code in ASM form. The program structure is most likely similar, but you have no comment. It must be hard to read when a program is large...
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I guess it depends if you know what is the equivalent of an hex code in ASM form. The program structure is most likely similar, but you have no comment. It must be hard to read when a program is large...
I <3 HEX.
It's cool, Asm on calc!
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Mosaic, that's the real ASM on calc ;)
Nevertheless I also like HEX,as long as the program stays small
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Mosaic, that's the real ASM on calc ;)
Nevertheless I also like HEX,as long as the program stays small
So, do you agree with HEX implementation?
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yes, I do.
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We can look into the idea.
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mhm, that's what I meant. but perhaps HEX is so cool because it's native on calc, and I'm not sure about how cool it would be to have this on PC. Perhaps it just only should be some sort of extra view mode or window, which would then not replace ASM, but extend it.
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It could maybe come handy if the person wanted to copy the hex in an Axe or Omnicalc/Celtic/DCS game, though.
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We can look into the idea.
Sounds like a 'yes', great!
I think the editor would be the same, only a different compileer.
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Well, we are planning on supporting z80 asm, ARM asm, ARM C, TI-Basic (all models), and Axe.
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Well, we are planning on supporting z80 asm, ARM asm, ARM C, TI-Basic (all models), and Axe.
Then it wouldn't be hard to implement Axe.
We'll have a true Texas Calculator compiler and editor!!! Now I really wanna help more!
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Good thing you are on the team, I guess :P
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Good thing you are on the team, I guess :P
Why?
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Now I really wanna help more!
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Now I really wanna help more!
Oh yes of course. I thought it was Asm-Only which would make me help only in design and C# and almost nothing in assembler/Assembly stuff. Now, we're talking about something totally different!
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No, it's just calculator-only ;) Unless we decide to expand it. It also has Add-In support, so people could expand it themselves.
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No, it's just calculator-only ;) Unless we decide to expand it. It also has Add-In support, so people could expand it themselves.
I want it to be calculator support only :)
Since it's open source, people can make a Counter-Strike out of that
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Yeah, that's the goal of tiDE, it's made specially for calculators.
And what about a Pic editor, much like Visual Studio's icon editor?
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Planned and implemented partially in the API.
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Well, we are planning on supporting z80 asm, ARM asm, ARM C, TI-Basic (all models), and Axe.
Will it support the new Axe tokens syntax? Also what about BBC Basic? That was one great language, but the on-calc editor killed it. I think it came with a computer one, though, but I'm not sure anymore.
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The Axe tokens will be supported, and I guess BBC Basic support could come as an add in.
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The Axe tokens will be supported, and I guess BBC Basic support could come as an add in.
Sir, I have an idea of KnightOS & tiDE. Will tiDE support developing/compiling for KnightOS?
That would be pretty neat, since you are developing both
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yes, like l_calls etc. Those are not available in 'normal' or 'basic' ASM.
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yes, like l_calls etc. Those are not available in 'normal' or 'basic' ASM.
That remembers me of Hybrid Basic, which will, hopefully, be included :)
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how do you mean that??? it's not a BASIC compiler!?
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how do you mean that??? it's not a BASIC compiler!?
It is, but hopefully we will include Library Tokens (Celtic III, SpriteLib, xLib)
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l_calls? Is it a typo where you meant b_calls or is it a new feature in KOS for ASM coders?
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lcall is one of KnightOS's calls. And yes, it will support assembling for KOS, although at the moment you can use any major assembler.
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Cool. Make sure those l_calls are well optimized, unlike TI's. ;)
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They are as optimized as they are going to get, but they are actually slower than TI's bcall, because they do considerably more. But they use SMC, so they are much, much faster the second time they run.
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Slower? O.O
But will there at least be some much faster routines that will be practical in game dev like sprites or will it be like Bitmap in Axe? If it's too slow, maybe people will just continue writing their own routines. :(
You mention that SMC will make them faster the second time they run, though. Could you elaborate more on this?
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Slower? O.O
But will there at least be some much faster routines that will be practical in game dev like sprites or will it be like Bitmap in Axe? If it's too slow, maybe people will just continue writing their own routines. :(
You mention that SMC will make them faster the second time they run, though. Could you elaborate more on this?
IIRC, each program is designed to work starting at $0000, or the very first memory location, and all subsequent data is based off of this instead of $9D95 like in TIOS. So, what Sir is doing, is finding the offset when the program is first run, and changing all the addresses to suite. That's why it's slower the first time, but much faster other times.
What I want to know, though, is how SirCmpwn managed to do multithreading with l_calls that do SMC.
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lcalls are library calls, and they are used to call routines inside of libraries. kcalls are internal calls, used to call routines inside of your program. lcall is considerably slower than kcall or bcall (TIOS), because it has to look up the library, which should already be loaded in RAM, and use SMC to fix the address before returning with all original registers intact.
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Ah, I see then, so for immediate speed it's best to use kcall or write your own routine, then?
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couldn't you pre-write the program when copying to RAM, when it's started? Then you could write the location of the loaded lcall in stead of the lcall ASM code in ARC.
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LordConiupiter, not easily. There would be issues with that, files would be bigger, and it would be more of an inconvenience on the programmer. It really isn't that slow, user's won't notice a different. And after the first time, it is the same speed as a regular call.
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Ah, right, it shouldn't be too bad, then. I was worried for example that a tilemapper lcall (just an example) would take half a second or something the first time. :P
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Oh no, not at all :P
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Idea for tiDE:
HEX Sprite Generator? Probably already planned, but just checking :D
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Planned, implemented in another project. I'll just pull in the source code.
And if you have feature requests, you *are* on the team, why not just add them yourself? ;)
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LordConiupiter, not easily. There would be issues with that, files would be bigger, and it would be more of an inconvenience on the programmer. It really isn't that slow, user's won't notice a different. And after the first time, it is the same speed as a regular call.
OK, I was just worries about the same thing DJ was worried about, but when it doesn't take that long, it's not necessary to do very difficult things.
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Planned, implemented in another project. I'll just pull in the source code.
And if you have feature requests, you *are* on the team, why not just add them yourself? ;)
Yes, or e-mail you if they are hard to do by me.
I am working on something at the moment, since you're not gonna program much in the next times