Omnimaga
Calculator Community => Major Community Projects => WabbitStudio Software Suite => Topic started by: Hayleia on January 16, 2014, 06:22:15 am
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The title sums it all. I don't know if you were already asked (and I would be surprised if you weren't) but I didn't see that question anywhere.
So would you consider adding CSE support for Wabbitemu ?
(And I know there is jsTIfied, but I hate online solutions, I spend 6 hours per week in a train and "online" can't be part of a solution).
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There was Tilem which had experimental CSE support IIRC, but it was only for Linux and I don't think it's being developed anymore right now.
I would like a standalone emu too, but for different reasons. As much as I like jsTIfied and its cross-compatibility with pretty much everything, my computer is just too slow to run it for long periods, especially when taking animated screenshots (during capture the emu runs about 10 times slower than the real calc and the stop capture button takes 1 minute to respond). It is understandable since it uses Javascript, but an alternate solution would definitively be great.
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Yeah, I'd like to see that. jsTIfied is pretty much the only emulator that supports CSE, but it's online, would be nice to see a desktop emulator like Wabbitemu supporting it, especilly with its ROM wizard.
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I don't know that TilEm2 work on CSE support has stopped, at least the last CSE related commit was from 4 months ago. I don't have a CSE to test it out, so i can't comment on how accurate it is. But if you've got a linux partition it'd be worth at least testing.
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I think at some point it will be inevitable to have CSE support for the emulator to keep living, as more and more people will (or will have to) buy the CSE. We already have dreamdragon who is one of the early users interested in development for the CSE, and we have to expect more young people to come here expecting to find programs and development tools for the CSE. If Wabbitemu does not add support for the CSE, some people will prefer others that do like TilEm2 and jsTIfied.
So should WabbitEmu support CSE? Definitively.
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I'd be very interested too, even if not so young anymore :p
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I think at some point it will be inevitable to have CSE support for the emulator to keep living, as more and more people will (or will have to) buy the CSE. We already have dreamdragon who is one of the early users interested in development for the CSE, and we have to expect more young people to come here expecting to find programs and development tools for the CSE. If Wabbitemu does not add support for the CSE, some people will prefer others that do like TilEm2 and jsTIfied.
So should WabbitEmu support CSE? Definitively.
actually after the 83+ came out, it took 6 years until an accurate emu with grayscale support come out. O.O
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This is not comparable with the CSE case. Grayscale was not a feature of the TI-83+, but rather a software hack that was possible because of the way the LCD display works.
The color display is the central point of the CSE. They even named the calculator after this. Without color support it is yet another TI-84. Without grayscale 99% of the programs for the TI-83 can be properly emulated. So maybe it took some time for grayscale support to finally be implemented in an emulator, but that's because it was not a key feature.
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Indeed, but that's not the point. The point is that it took 6 years after the 83+ release before we finally got a decent 83+ emulator. Until 2005, all we had as 83+ emulators were the following:
-VirtualTI 2.5: No archive support. Didn't run on anything else than OS 1.12. No contrast support.
-Virtual TI 3.0 Alpha: No linking support. Programs had to be included with the ROM and the only ROM dumper was built-in 2.5, and took 30 minutes to dump ROMs (and was so sensitive that even typing 1 character in an empty Notepad file could corrupt your ROM dump). No contrast support.
-Original version of TilEm: No Windows version until 2004 and the 2004 one was very buggy. No contrast support.
-Flash Debugger: Most programs did not work. No multi-keypress support and no grayscale. No contrast support.
Then in 2005, we got PindurTI. It lacked support for sending programs with the Archive flag ON and had no SE/84+ support. WabbitEmu, even as of today, has problems with contrast. Tilem seems fine, though, but I haven't tested it thoroughly.
In conclusion, my point is that if it took 6 years before we finally get a TI-83+ emulator that is reliable. What might speed things up is how the 83+ series is heavily documented, which wasn't the case as much from 1999 to 2005.
That said, for the CSE jsTIfied already does a very good job, so I guess if Kerm is interested to share some hints with Buckeye, 84+CSE support could easily be added.
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I don't know that TilEm2 work on CSE support has stopped, at least the last CSE related commit was from 4 months ago. I don't have a CSE to test it out, so i can't comment on how accurate it is. But if you've got a linux partition it'd be worth at least testing.
Well I have a Linux partition, but the fact is that I code on Windows due to TokenIDE only being available for that OS (well I am talking about Axe, and Axe is not available yet on the CSE so that doesn't make much of a difference) and I would rather avoid having to wait for 15s rebooting each time I want to test my program, then 15s again when modifying one line.
Asm programming wouldn't be a problem on Linux though.
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Well I have a Linux partition, but the fact is that I code on Windows due to TokenIDE only being available for that OS
Hm, that shouldn't be true. According to the file description on ticalc.org ([url]http://www.ticalc.org/archives/files/fileinfo/433/43315.html[/url), it "has been tested on Linux using Mono 2.10". So you'll have to install Mono, of course, if you don't already have it, but then TokenIDE should work on Linux.
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Well I have a Linux partition, but the fact is that I code on Windows due to TokenIDE only being available for that OS
Hm, that shouldn't be true. According to the file description on ticalc.org ([url]http://www.ticalc.org/archives/files/fileinfo/433/43315.html[/url), it "has been tested on Linux using Mono 2.10". So you'll have to install Mono, of course, if you don't already have it, but then TokenIDE should work on Linux.
Oh, I didn't know that, I downloaded it from the link Merthsoft gives on the development topic, not from ticalc. Thanks for the tip :)
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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
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Good luck getting CSE support working. Hopefully it comes to fruition and maybe Kerm can help a bit. I like jsTIfied but I would definitively like a slow computer-friendly alternative too.
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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
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 (http://www.ticalc.org/archives/files/fileinfo/456/45667.html), to show off that the hardware emulation is working at least fairly well:
(https://dl.dropboxusercontent.com/u/34812306/wabbitemu_sg8.png)
You likely already know about most issues, but I'll mention two that I've discovered.
First, MicrOS (http://www.ticalc.org/archives/files/fileinfo/453/45396.html) 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!
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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.
(http://img.ourl.ca/wabbitcse.gif)
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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 (http://www.ticalc.org/archives/files/fileinfo/456/45667.html), 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 (http://www.ticalc.org/archives/files/fileinfo/453/45396.html) 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'.
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.
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
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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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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.
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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
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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 (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
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I tried making a ROM with the wizard and it doesn't really work? The screen stays black.
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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.
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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.
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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.
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Also bug report: The ASM Tunnel isn't emulated properly, yet mine is emulated fine:
(http://img.ourl.ca/tunnelasm.gif)
(At first I tried playing through the entire game anyway but this gave me an headache lol)
(http://img.ourl.ca/tunnelcse.gif)
Btw will there be an option to use xLIBC color palette for screenshots? (which is limited to 256 colors)
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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
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Good to hear :D
Btw I tried the TUnnel and it seems to work fine now. GIF capture also got better palette now. :)
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As Juju said, ROM-creation-created ROMs still fail to boot. Do you know when this can be fixed?
/me wants to use the CSE stuffs
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As Juju said, ROM-creation-created ROMs still fail to boot. Do you know when this can be fixed?
/me 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 (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.
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Asm tunnel works pretty well, but still does glitch with the scrolling a little bit.
Thanks for fixing the rom creation, by the way!
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I wonder if the glitched scrolling could just be because the emulator doesn't emulate the scanlines/motion blur (which is almost non-existent on the real calc tho), causing the right side to be more noticeably glitchy? On the real calc it happens too (which is inevitable since the game just wraps around like NES games) but it's not as visible.
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Nice work, Buckeye.
I suggest checking if the issue with non-smooth scrolling is the result of a lack of V-sync support.
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Some weird issue with TI-Boy that doesn't impair gameplay or usage, but for some reason, there are gray borders on each side, when on the calc, they're all black:
(http://img.ourl.ca/tiboycse.gif)
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Some weird issue with TI-Boy that doesn't impair gameplay or usage, but for some reason, there are gray borders on each side, when on the calc, they're all black:
(http://img.ourl.ca/tiboycse.gif)
Yep calc84 mentioned this to me, its already fixed and reuploaded. Thanks for the heads up.
Buckeye
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By the way, I forgot to mention that the newest version of Wabbitemu is now super slow when emulating monochrome calcs. I had to restore a backup of an old version to have it working at normal speed.
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By the way, I forgot to mention that the newest version of Wabbitemu is now super slow when emulating monochrome calcs. I had to restore a backup of an old version to have it working at normal speed.
What do you mean super slow? Is it maxing out the CPU on a core? Make sure you're testing the latest version here: http://buckeyedude.zapto.org/Revsoft/Wabbitemu/Beta/Wabbitemu.exe. If you're seeing a large amount of CPU usage, I need your OS version, CPU version, and what type of ROM are you emulating.
BuckeyeDude
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Bug report: Pokémon Gold (Europe/USA english version) won't send to WabbitEmu. After converting the gbc file with TI-Boy CSE converter, if I try sending the 8ck file to WabbitEmu, WabbitEmu crashes and ask me if I want to send a crash report to the dev team.
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Bug report: Pokémon Gold (Europe/USA english version) won't send to WabbitEmu. After converting the gbc file with TI-Boy CSE converter, if I try sending the 8ck file to WabbitEmu, WabbitEmu crashes and ask me if I want to send a crash report to the dev team.
Fixed and uploaded, thanks.
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This may sound silly, but mine won't turn on. I tried again, and then it wouldn't even make the ROM.
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I had the same problem, but in the reverse order: first, it fails to make the ROM (it downloads the OS and generates the ROM, but crashes as soon as it was completed). I retried it, and it succesfully generated a ROM, but when I try to turn on the calculator, it immediately open the debugger, as if it has crashed, and the debugger shows that it starts at adress $0000 in RAM, executing hundreds of nop instructions.
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Sometimes, when restarting WabbitEmu the debugger opens and if I try resetting the calc, it won't turn ON until closing the debugger. Make sure it's not open.
Bug report: Pokémon Gold (Europe/USA english version) won't send to WabbitEmu. After converting the gbc file with TI-Boy CSE converter, if I try sending the 8ck file to WabbitEmu, WabbitEmu crashes and ask me if I want to send a crash report to the dev team.
Fixed and uploaded, thanks.
Glad to hear, and it works now :D
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This may sound silly, but mine won't turn on. I tried again, and then it wouldn't even make the ROM.
I had the same problem, but in the reverse order: first, it fails to make the ROM (it downloads the OS and generates the ROM, but crashes as soon as it was completed). I retried it, and it succesfully generated a ROM, but when I try to turn on the calculator, it immediately open the debugger, as if it has crashed, and the debugger shows that it starts at adress $0000 in RAM, executing hundreds of nop instructions.
Its a ROM creation issue I've been trying to track down for a long time. I got crash dumps from each of you, but I'm missing symbols for them. Can you recreate your crashes with this (http://buckeyedude.zapto.org/Revsoft/Wabbitemu/Beta/Wabbitemu.exe) version?
Edit: as of 5:17 AM Feb. 21 (UTC), I've uploaded another new version that will fix a couple errors creating 84PCSE roms.
Thanks,
BuckeyeDude
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It works now, but it does still seem a bit unstable. Resetting all memory in the mem menu caused it to crash in a similar way as the one described in my post. I tried to reset the calc by debug>reset, and that crashed wabbitemu. (A message box saying "Wabbitemu has stopped working" popped up) and wabbitemu was closed.
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It works now, but it does still seem a bit unstable. Resetting all memory in the mem menu caused it to crash in a similar way as the one described in my post. I tried to reset the calc by debug>reset, and that crashed wabbitemu. (A message box saying "Wabbitemu has stopped working" popped up) and wabbitemu was closed.
Good catch, resetting all memory was broken for BootFree roms. I've fixed it and uploaded a new version. Also keep in mind that you'll need to recreate your ROM, as I haven't been updating the version code.
BuckeyeDude
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By the way, I forgot to mention that the newest version of Wabbitemu is now super slow when emulating monochrome calcs. I had to restore a backup of an old version to have it working at normal speed.
What do you mean super slow? Is it maxing out the CPU on a core? Make sure you're testing the latest version here: http://buckeyedude.zapto.org/Revsoft/Wabbitemu/Beta/Wabbitemu.exe. If you're seeing a large amount of CPU usage, I need your OS version, CPU version, and what type of ROM are you emulating.
BuckeyeDude
So this one isn't slow anymore. Thanks !
EDIT : it freezed on the defragmenting screen ... I just wanted to delete an app.
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So this one isn't slow anymore. Thanks !
EDIT : it freezed on the defragmenting screen ... I just wanted to delete an app.
Glad to hear speed isn't an issue. I was worried because I've made some changes that will cause performance hits on lower end machines, but I don't see any slow down on my machine.
There was a minor bug in the last posted version that could crash wabbit for certain flash sectors. I've posted an updated version. Also, make sure if you are using a BootFree rom that you are on version 11.259 (Mode + Alpha + S to check). If you're not on that version, recreate the ROM (or better yet use a real ROM).
BuckeyeDude
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Not exactly a CSE update, but it might be helpful. I've added skin scaling, so you can make the skin larger or smaller. It means you make your CSE skin bigger, if you want a bigger skinned screen. Also useful if you have a tiny screen that doesn't fit Wabbitemu normally.
Link (http://buckeyedude.zapto.org/Revsoft/Wabbitemu/Beta/Wabbitemu.exe)
As of right now, I'm looking at this as hopefully a good point for release. This means its very important that if you get any sort of crash, or a new feature doesn't work that you submit a bug report, or let me know either via the forums or IRC.
Thanks,
BuckeyeDude
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Deleted!
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Nice update Buckeye. I personally prefer having the screen the same size as its res, so I often used the emulator with no skin, but at the same time I often forget the keyboard shortcuts for keypad. X.x
Unfortunately I can't check the link immediately, though, because your server isn't responding.
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Hi,
one thing that doesn't work anymore since CSE support is the option 'Portable Mode':
if you've checked this option (i.e. if a 'Wabbitemu.dat' exists in the current directory),
then Wabbitemu immediately crashes at startup.
That's the only problem I've found so far, the new CSE support is really great! :)
PS:
1) The latest version has almost the double size (5.5 vs 3 MB), is this normal or did you accidently create a debug version?
2) You wrote "I've added skin scaling, so you can make the skin larger or smaller.", but I can't resize the Wabbitemu screen.
Does this 'skin scaling' only work for self-made skins, i.e. when you check the option 'Use custom skin'?
I'll see what I can do about portable mode, I forgot I actually hacked that in.
Edit: I've put up a new version with portable mode rewritten. Let me know if it works. Warning: it will reset all your portable settings.
1. No, I added higher resolution skins, so they could be scaled larger without looking awful.
2. To change the skin size, you need to drag from a corner of the window, not the side. If that still doesn't work let me know.
Nice update Buckeye. I personally prefer having the screen the same size as its res, so I often used the emulator with no skin, but at the same time I often forget the keyboard shortcuts for keypad. X.x
Unfortunately I can't check the link immediately, though, because your server isn't responding.
Sorry about that, it should be back up. I know what you mean, you should look at using the detached LCD, to be able to display both the skin and the LCD at full size.
Thanks for the feedback,
BuckeyeDude
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Skin/screen questions/comments:
- Is there a reason why the 84+CSE screen does not use the source 4:3 aspect ratio?
- Related to above, can the 84+CSE screen be accurately placed onto the calculator?
- Now that skin scaling is a thing, can we lose the unnecessary gray border space around the calculator in the skin? It would allow for the emulator to be scaled up larger. Perhaps you could even go full Y2K and make the window just a floating calculator.
- What scaling method do you use to render the screen? Because the black and white calculator screen upscaling at sizes other than 200% is... not great. Perhaps upscale the image to a multiple of 100% size with no interpolation that is at least as large as the target resolution and then downscale to the target resolution? And could we get the faux LCD individual pixel pattern back?
- EDIT: Also, the detached LCD for black and white calculators seems to have some problems (https://dl.dropboxusercontent.com/u/34812306/detached_lcd_problems.png) now.
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Skin/screen questions/comments:
- Is there a reason why the 84+CSE screen does not use the source 4:3 aspect ratio?
- Related to above, can the 84+CSE screen be accurately placed onto the calculator?
- Now that skin scaling is a thing, can we lose the unnecessary gray border space around the calculator in the skin? It would allow for the emulator to be scaled up larger.
- What scaling method do you use to render the screen? Because the black and white calculator screen upscaling at sizes other than 200% is... not great. Perhaps upscale the image to a multiple of 100% size with no interpolation and then downscale to the target resolution?
1. I chose to maximize display size over correct aspect ratio. I'm working on getting it closer. I believe its at 240x155 right now, I think i can get it to 240x165, maybe more.
2. Same as above I'm working on more accurate placement, its pretty close now though. You can also try this custom skin: http://buckeyedude.zapto.org/Revsoft/Wabbitemu/Beta/ti84cse.png and http://buckeyedude.zapto.org/Revsoft/Wabbitemu/Beta/ti84csekeymapreal.png
3. Gray border is not unnecessary. I know it looks like it, but its actually due to the shadow around the calc needing to be preserved. The reason for this, is because in cutout mode, it needs to have a drop shadow.
4. Good call here, changed it and it does look better. Once I have the final 84PCSE skin I'll release the changes.
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Decided to give it a try, see how my projects worked on it, seems that either the screen is tiny or huge for all calc models (windows 8) and for the CSE, it doesn't seem to like .8ci files, tells me there isn't enough memory. Not sure if I've missed this being posted, apologies if it already has been.
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Hix... :( :w00t:
v1.8.2.26
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I've noticed with the latest update (the one that WabbitEmu prompted for an update) that having the skin on really eats up resources and causes lots of lag with keypresses. Turning the skin off, it works just fine.
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Decided to give it a try, see how my projects worked on it, seems that either the screen is tiny or huge for all calc models (windows 8) and for the CSE, it doesn't seem to like .8ci files, tells me there isn't enough memory. Not sure if I've missed this being posted, apologies if it already has been.
Not sure what you mean by huge or tiny, can you elaborate? As for 8ci files, thats a good catch, I'll have a fix for that soon.
Hix... :( :w00t:
v1.8.2.26
Sorry about that, the fix is simple. Make sure you're out of cutout, then resize from any corner of the window, to fix the scaling. You can reenable cutout after that.
I've noticed with the latest update (the one that WabbitEmu prompted for an update) that having the skin on really eats up resources and causes lots of lag with keypresses. Turning the skin off, it works just fine.
Looking into this.
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Sorry about that, the fix is simple. Make sure you're out of cutout, then resize from any corner of the window, to fix the scaling. You can reenable cutout after that.
Merci, fixed it...
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CSE OS 4.2 released... ;D
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I wonder if it works well in the emu so far? I should try to make myself a rom after I upgrade.
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Deleted!
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Hi Franz,
Thanks for the report, both are known issues that I'm working on. The Open dialog but is something I'm working on right now. I'm not sure what happened but it somehow broke in between today and Tuesday.
As for the CSE LCD, it's not a bug, its the new backlight emulation I'm working on. The numbers aren't final, but it will start darker than before on a fresh rom (the OS sets the backlight to a level in the middle). Increase the backlight and it should go back to full brightness.
Thanks again,
BuckeyeDude
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Regarding contrast emulation, it seems pretty much perfect now, even on the 84+, and animated GIF capture even captures contrast changes. You can see it in action below in a game that used contrast changes in magic animations and transitions (I wanted to redo my ROL3 video but the game runs slow and I lost my save file):
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I was just sending a pic file to the CSE emu, but it won't send. Anyone else have this problem? And also, when you try to enable skin, you get some pretty bad results.
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I don't think Wabbit supports .8ci files yet.
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Why wouldn't it support this file ? Unless it's something special like an OS or an app (I don't even think apps use a different protocol) then it'll go through. Try changing the extension to the cse programs one.
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I'm thinking that the emulator actually can display such pics properly, but BuckeyeDude probably forgot that 8ci files now exist and forgot to add it to the list of valid extensions.
On the 84+CSE, 8xi files are 265x165 pics with 15 colors+transparency. 8ci files are 183x83 pics with 65536 colors, zoomed at 200%. Both kind are about 22 KB large. The latter kind displays below graph screen content rather than at the top, since they are background images.
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I was just sending a pic file to the CSE emu, but it won't send. Anyone else have this problem? And also, when you try to enable skin, you get some pretty bad results.
Its been fixed for a while just not been released: http://buckeyedude.com/Revsoft/Wabbitemu/Beta/Wabbitemu.exe (http://buckeyedude.com/Revsoft/Wabbitemu/Beta/Wabbitemu.exe). The technical issue was that the 8xi version field for CSE is non zero, and wabbit was throwing an error if it found that field wasn't 0.
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Wiil .8ci files send fine in this version?
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I was wondering if there was a 32-bit build?
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I was wondering if there was a 32-bit build?
The linked version is 32 bit
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Hhmm...
Ok then it must be because im trying to run it on an XP machine at work. Is this made with VS2012 by any chance?