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Messages - BuckeyeDude
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136
« on: December 24, 2010, 09:19:32 pm »
Can you make this support linking for USB calcs?
You ask as if that's something simple...
Oh, I know it isn't easy, and I would love to help with it. I know IOKit for the Mac stuff for talking to devices. I'm trying to get USB to work for the calc being a peripheral, so I would essentially need to have it use the ports.
But what I'm more curious about is having virtual calc to physical calc game debugging and such. That being something that I can help with. Actually, if the calc even connected to/created a serial port, I could do it.
Well I don't do dev work on the mac version only the windows. And I can gaurantee Will (our mac dev) does not have the time to sit down and figure out USB stuff. That said, if you can give me some documentation on exactly how to implement the USB protocol, I will look at what I can do. It will probably be like a look, this is impossible, awesome, next thing.
Well, I like Wabbit so much that I'd be willing to help. Can you branch and give me something to work with, or do you just want me to download the project and use that? I can access USB devices, but I don't know how to get the rom file (when usb stuff happens) to set everything up correctly with the ports. I'm working on it, though. ;-)
You can download the current project off codeplex, however you will need visual studio to build (if you really can't do that, I can give you a version that builds in eclipse and can merge in any changes later). The code for the ports is in the file hardware\83psehw.c. The difficult part will be working with the USB driver in windows. I'm guessing it will be next to impossible to inteface with, but maybe not
137
« on: December 24, 2010, 04:29:15 pm »
Can you make this support linking for USB calcs?
You ask as if that's something simple...
Oh, I know it isn't easy, and I would love to help with it. I know IOKit for the Mac stuff for talking to devices. I'm trying to get USB to work for the calc being a peripheral, so I would essentially need to have it use the ports.
But what I'm more curious about is having virtual calc to physical calc game debugging and such. That being something that I can help with. Actually, if the calc even connected to/created a serial port, I could do it.
Well I don't do dev work on the mac version only the windows. And I can gaurantee Will (our mac dev) does not have the time to sit down and figure out USB stuff. That said, if you can give me some documentation on exactly how to implement the USB protocol, I will look at what I can do. It will probably be like a look, this is impossible, awesome, next thing.
138
« on: December 24, 2010, 06:08:25 am »
I've just put a new build of wabbitemu, there are tons of fixes (too many to list, if you care look here at the last two changesets) so of course I highly reccommend downloading. http://wabbit.codeplex.com/releases/view/44625Oh and I'm not dead, which is pretty cool
139
« on: October 20, 2010, 02:21:39 am »
I would have to say no. My guess as to what happened is Pokemon was using full 15 MHz of power which uses a lot of battery power. When you went back to the homescreen the required voltage drops significantly. Did you play a lot more games over that week?
140
« on: October 15, 2010, 05:12:32 pm »
yes. binaries are binaries, spasm compiles z80 assembly code. The code you posted is so exceptionally complex though so it could have serious issues and as i mentioned the other day you wont want to start at $9D95 when you actually get around to doing anything with absolute offsets. I dont have time to look into it right now though sorry
141
« on: October 15, 2010, 04:57:43 pm »
yes it does. add a pause at the end of bat file to make sure you dont have any errors also here is some code that im pretty sure will work: #include "ti83plus.inc" .org $9d93 .db 0BBh, 06Dh ld hl,0 ld (CurRow),hl ld hl,String bcall(_PutS) ret String: .db "Hello World",0 Also i dont know where your ti83plus.inc file came from but the official spasm one is here: http://wabbit.codeplex.com/wikipage?title=SPASM%20Include%20Files&referringTitle=Documentation
142
« on: October 15, 2010, 04:54:14 pm »
wait, spasm is a .bin to .8xp converter too?
Nope i'm just lying to get more people to use it
143
« on: October 15, 2010, 04:47:08 pm »
You need quotes around the paths, because they have spaces in them
"C:\Users\username\Desktop\Calc programs\SPASM.exe" "C:\Users\username\Desktop\Calc programs\Hello World.txt" "C:\Users\username\Desktop\Calc programs\Hello World.8xp"
144
« on: October 15, 2010, 04:26:54 pm »
Nah its something you learn in time. Normally my batch files look something like this:
spasm -T -L Pokemon.asm Pokemon.8xk wabbitemu Pokemon.8xk Pokemon.lab
145
« on: October 15, 2010, 04:19:33 pm »
yes and yes. you can do one of three things. 1. put spasm in the same directory as your source file 2. put spasm in the PATH variable and you can use it wherever you want 3. use relative paths to tell where spasm and the source file are
I personally reccommend #2, which is a little bit harder to setup, but very convenient. A batch file is good because you dont have to keep the command line up and running all the time, and its very easy for anyone to assemble your code
146
« on: October 15, 2010, 04:13:47 pm »
You dont need either of those. spasm has a built in linker that makes them uncessary
147
« on: October 15, 2010, 04:11:37 pm »
yes you do. if you are vista or greater its pretty easy to get cmd up and running, i can walk you through it. Or you can use a bat file to do the dirty work. the syntax is: spasm [options] program.asm program.8xp
148
« on: October 15, 2010, 12:31:39 am »
Haha you guys. I can tell you exactly what they are, they're temporary files wabbit creates when you do certain stuff (drag screenshots, export files, compressed save states, etc). I think I've moved them all to appdata, but maybe not. Blame spencer for not knowing to use getenv when he first coded. tl;dr delete them and tell me if the latest wabbit mucks with your root dir more
149
« on: October 06, 2010, 12:09:51 pm »
Of course. Normally to achieve decent looking grayscale on game gray you need to refresh at > 70 Hz I believe. Spencer was trying to make one of jim's old gray demos look really good, but he couldnt do it
150
« on: October 06, 2010, 12:02:16 pm »
Well I'm fairly sure it isn't supposed to happen, but I could be wrong. Wabbit isn't exporting programs correctly. I tried to export a program for Sir and the programs ended up being empty.
Also, probably not related to Wabbit, but it slows down/becomes very laggy when running a game with gray with the setting set to "Game gray."
(If this should be somewhere else sorry, I just didn't know where else to put it.)
The game gray thing, thats how the settings works. Its only displays grayscale that draws to the screen fast enough, but it displays the grayscale perfectly (especially when scrolling). Pokemon can show you some of the differences in the display when scrolling. As for the exporting file bug, i'll keep looking but don't expect a release right away. Spencer broke a lot of stuff and i need to fix it (8xg/8xu file loading, memory breakpoints, rom wizard, and who knows what else )
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