Author Topic: CSE support for Wabbitemu ?  (Read 28441 times)

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Offline DJ Omnimaga

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Re: CSE support for Wabbitemu ?
« Reply #15 on: January 30, 2014, 11:22:01 pm »
Actually, I am surprised you were even able to send APPS at all, since that didn't work for me. I only got able to run Nostub and BASIC programs and LCDTOOL and when you try to go out of 160x240 mode, it also inverts the screen colors. 160x240 mode isn't always setup either. For example, from Sord of Atari, it is, but from my unfinished BASIC Zelda clone that was actually Zelda, it doesn't, even if the code to do so is identical.

Also, it would be nice if we could setup the LCD to 320x240 instead of 230x155 :P


Otherwise, it's pretty good so far. This is a Camstudio capture of it in action, since animated screenshots are obviously not implemented yet.




« Last Edit: January 30, 2014, 11:24:13 pm by DJ Omnimaga »
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Offline BuckeyeDude

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Re: CSE support for Wabbitemu ?
« Reply #16 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

Offline DJ Omnimaga

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Re: CSE support for Wabbitemu ?
« Reply #17 on: January 31, 2014, 07:03:00 am »
I tried sending Doors CS and AssemblyBandit's Tunnel.8ck. No errror occured, but the APPS menu remained empty (even after a full mem reset and garbage collect).
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Offline Xeda112358

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Re: CSE support for Wabbitemu ?
« Reply #18 on: January 31, 2014, 07:07:03 am »
I've had this problem, too. I think it is partially the OS that isn't accepting the apps, but I'm not sure. My fix has been to make a dummy program (or real program) archive it, then garbage collect, then send the app.

Offline DJ Omnimaga

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Re: Re: CSE support for Wabbitemu ?
« Reply #19 on: January 31, 2014, 11:56:29 am »
Ok thanks for the tip. Gonna try this at home.

EDIT Ok this worked, but only after I also did a fresh mem reset, else it said not enough free space on the calc. Now I am running DCSE and stuff. It looks weird, tho, lol. :P
« Last Edit: January 31, 2014, 06:50:35 pm by DJ Omnimaga »
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline BuckeyeDude

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Re: CSE support for Wabbitemu ?
« Reply #20 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.

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Re: CSE support for Wabbitemu ?
« Reply #21 on: February 04, 2014, 12:44:50 am »
I tried making a ROM with the wizard and it doesn't really work? The screen stays black.

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Offline BuckeyeDude

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Re: CSE support for Wabbitemu ?
« Reply #22 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.

Offline DJ Omnimaga

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Re: CSE support for Wabbitemu ?
« Reply #23 on: February 04, 2014, 01:07:24 am »
Question, do we really need the ability to capture 640x480 screenshots? O.O

http://img.ourl.ca/csetest.gif

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.
« Last Edit: February 04, 2014, 01:55:18 am by DJ Omnimaga »
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline BuckeyeDude

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Re: CSE support for Wabbitemu ?
« Reply #24 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.

Offline DJ Omnimaga

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Re: CSE support for Wabbitemu ?
« Reply #25 on: February 04, 2014, 01:28:03 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)
« Last Edit: February 04, 2014, 01:29:31 am by DJ Omnimaga »
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline BuckeyeDude

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Re: CSE support for Wabbitemu ?
« Reply #26 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.

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« Last Edit: February 05, 2014, 01:38:24 am by BuckeyeDude »

Offline DJ Omnimaga

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Re: CSE support for Wabbitemu ?
« Reply #27 on: February 05, 2014, 02:17:15 am »
Good to hear :D

Btw I tried the TUnnel and it seems to work fine now. GIF capture also got better palette now. :)
« Last Edit: February 05, 2014, 02:44:41 am by DJ Omnimaga »
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline pimathbrainiac

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Re: CSE support for Wabbitemu ?
« Reply #28 on: February 05, 2014, 07:20:54 am »
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
« Last Edit: February 05, 2014, 07:21:02 am by pimathbrainiac »
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Offline BuckeyeDude

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Re: CSE support for Wabbitemu ?
« Reply #29 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.