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Messages - BuckeyeDude
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181
« on: September 16, 2010, 05:01:47 pm »
Download Axe Parser 0.4.4. I had a crash occuring on that one. Also maybe a contest entry like guy602665.
Tested both of those and both ran fine. Do you have two calculators open when you try to send these files?
182
« on: September 16, 2010, 04:56:23 pm »
I agree with DJ. That happened to me too.
Do you guys have any specific files that I can test? the release build I have accepted an app, a program, and a group that I threw at it
183
« on: September 16, 2010, 03:00:14 pm »
Ok now it works with the regular version but not the 64 bit version. Fortunately the regular version works fine so I guess I'll use it for now.
However, now when clikcing the screen it crashes.
Also it still won't let me export apps...
dragging the screen appears to cause it to crash in release, i'll remove spencer's code for now till he finishes. group sending works in the 64 bit version, as does app exporting? you can't drag anymore you have to use the export button i tested both, so i might need more specific steps to follow, or possibly the files in question BUG! I can only press one key (on the keyboard) (32-bit version on Win7 64-bit) and then pressing keys doesn't work any more, not even clicking on the skin (which I can click on as many times as I want and it will work until I press a key)
Cutout mode? im not sure about this one, might be a windows bug might not. my guess is a focus issue with the layered window basically what happens is it misses the key up message and so its continually sending the key down. since the calc sucks at handling multiple keys it appears unresponsive EDIT: aha! fixed. my guess that the little buttons were stealing my messages was correct i will post the updated version later today, hopefully when i submit it. i have to finish the rom wizard and see if i can fix the 84pse cutout skin
184
« on: September 15, 2010, 05:09:07 pm »
Ah cool
Nice job on this
BUG REPORT! When sending group files to archive, the emulator crashes on Windows 7 64-bit
Excellent catch, fixed Also added a find byte to the debugger if anyone cares
185
« on: September 15, 2010, 02:56:08 pm »
Does it works pretty well with unsigned apps?
It should, I don't actually mess with the data, just size it up and throw it in the 8xk wrapper file. Keep in mind the testing done on this was pretty minimal, I didn't test it on a real calc (only on wabbit to see that it validated). Also if you send an app then reexport it, it will probably be slightly different then the original size wise. I think this is ok, but not really sure so let me know if issues arise Also two more bugs off the list. @Deep Thought this includes your sending an app of a different size already on calc
186
« on: September 15, 2010, 12:37:52 am »
for all you people that wanted it, app exporting is now included in wabbitemu, free of charge also spencer came through and got dragging from zip files working! up next, dragging screenshots and variables from the var tree
187
« on: September 14, 2010, 01:08:56 am »
Ok I tried the 64 bit version on Windows 7, I was happy to see emulation speed no longer takes a minute to get updated when you are at 5% then decide to set speed back at 100% using the slider. I was also happy to see it finally supported 1% mode. However I ran into a problem:
-Pressing F7 or selecting variables cause the emu to crash. I get the "Program has stopped working and must close" message.
-Regardless of if screen palette or grayscale is chosen in gif capture options, it will still capture in grayscale anyway.
First should mention that both of these are fixed. Secondly as i mention in the Pokemon Red thread, I'm working towards a ticalc release, and I'd like to iron out as many bugs as i possibly can. The list of all bugs is here (filter by open wabbitemu issues). If you find or know of a bug not on the list, please report it to me ASAP, either here or IRC are good choices. My goal is to upload by thursday night, but if i find any show stopping bugs that will be pushed later Big thanks to all those who already dutifully report bugs, remind me and I'll add you to the credits if you would like
188
« on: September 14, 2010, 01:04:42 am »
you think that it would be possible to add sound? Like how on the TI-Boy, you press sto-> to enable sound
Sound is planned of course but very low on the priority list. It will also be released separately, as sound will greatly add to the executable size
189
« on: September 13, 2010, 02:28:04 pm »
When do you hope to have this version of Wabbitemu ready?
In theory by this thursday, since I'm moving saturday. However if I cannot satisfactorily get rid of all the issues then I'll push it back and make the release whenever possible
190
« on: September 13, 2010, 02:05:24 pm »
guy6020665 wonders when there will be an update.
Eventually. Unfortunately all my time right now is focused on getting Wabbitemu cleaned up and ready for a ticalc release. As I've always said, this is a very long term project, just because you don't see much progress doesn't mean its dead. I should note that linking is actually going to be very simple for this project since there is next to no real time transfer. Simply appoint one calc the host and the other the slave and have the host handle everything while the slave replicates. I've had to setup the basics of this in the battle engine since it will be pretty dependent on that code
191
« on: September 04, 2010, 11:09:15 pm »
If you have extra ram pages, you might as well just swap in the ram page and use that to execute the code Also if you need more 8.8k of executable code you should really be using an application. That's really what they were created for and the reason the 8.8k barrier exists.
192
« on: August 25, 2010, 05:06:59 pm »
Someone else will have to port yellow, i'm not a big fan
193
« on: August 23, 2010, 08:06:45 am »
Im curious as to what happens if you have a second page with only data and no actual code?
You could probably theortically access this data, but if so it's a lot more complicated than meets the eye. If you try to access it simply by using code from your first page, you could crash your calculator. It's much easier to load it with your own code on the data page.
that's: ouch. So basically you can't have a game engine on page 0 and game data on page 1. That sucks, leads to alot of duplicate code i guess...or am I misunderstanding?
If its pretty small then yeah you can duplicate it or if its speed critical. Most of the time anything like data is stored on a separate page(s) and then loaded into RAM (this also conveniently encourages you compress your data) since your ram page is visible to any app page. Also Jerros, I'm going to shamefully plug spasm here, but there is really not a much simpler way to build a multipage app. And since im pretty sure AppDev uses TASM any code you've written is (hopefully) compatible. SPASM is here. Once you've got that download app.inc and put it in the same directory as your project. #include "ti83plus.inc" #include "app.inc" defpage(0, "MyApp") ;for bcallin _AddHLOne .equ $ - $4000 .dw AddHLOne ;i think address comes first... .db 1 ;all code on page 0 goes here ld hl,0 bcall(_AddHLOne) bcall(_JForceCmdNoChar) defpage(1) ;oh look an incredibly efficient routine on page 1 :D AddHLOne: ld de,1 add hl,de ;lalala ret ;impossible to optimize btw ;) validate()
And then run spasm -T -L infile.asm outfile.8xk in the command prompt (or I recommend creating a .bat file). And boom multipage app. I think the code i wrote will work, but its like 5 am here so yeah i'm starting to crash I should also mention that if you need some better speed than TIs bcall routine (which require 800-1000 clocks overhead), you can write your own page swap routine. Its not terribly difficult, just load it to ram, and mess with port 6. I might post one later, but I can guarantee whatever I write now won't work
194
« on: August 18, 2010, 01:17:50 am »
BuckeyeDude buckeyedude92athotmail.com <333 starcraft even though i kinda suck at it
195
« on: August 17, 2010, 06:41:21 am »
The "wriggle" you guys see in the air is the movement of the char 5 pixels down, so he can reach his destination fast enough. Not sure how much I can do about this. Also another update, I've begun reworking part of the core engine, because unfortunately I wrote it broken (mainly cuz I didnt know any better ). Its working better now, but they're are still a lot of bugs to find and fix so don't expect a release anytime soon
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