This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - BuckeyeDude
Pages: 1 ... 13 14 [15] 16 17 ... 19
211
« on: July 15, 2010, 04:04:29 pm »
Heh yeah sorry guys. I got distracted by a new project, and doing some maintenance to wabbit. No worries though the project isn't going anywhere. I guess i'll do a little work on this now, quick someone tell me what i should implement
212
« on: July 13, 2010, 09:28:19 pm »
Is there anything I can help with testing Wabbit Studio or Wabbitemu?
now there is. I've uploaded a 64 bit version of wabbitemu to codeplex, it'd be helpful if some people could try it out and see if there are any major issues with it. keep in mind that this is built with the msvc compiler and it may have some missing features, or bugs that I already fixed are back again.
213
« on: July 12, 2010, 07:50:02 am »
No, only in the case of _JForceCmdNoChar will this work. The only reason it works is because the routine itself resets sp to the level the os expects it to (along with cleaning everything else up). Otherwise its the equivalent of trying to replace a jp Label with a call Label I think bcall(_Mon) should work, test it. I've never really had to use the system monitor
214
« on: July 12, 2010, 05:56:10 am »
your include file (ti83plus.inc) likely defines bjump as a macro rather than an instruction, meaning that it wants parenthesis around it:
bjump(_JForceCmdNoChar) I believe the include file defines the instruction as B_JUMP, but i'm not positive, as I perfer the bjump() style syntax also you can save 2 bytes in your code by using bcall instead of bjump. It will do exactly the same thing, and doesnt matter its suppose to be a jump, since this call will never return anyway
215
« on: July 09, 2010, 06:46:16 pm »
I think BuckeyeDude should examine those file formats, because it might be good that his emu supports this format.
And I did so. It appears that the flag and version fields were switched in the header. Basically if you take the file from the archive of your calc, one byte (the 69th one) is $80. The very next byte is the version. Your files had these bytes switched, so basically if you removed them from your calc archived, the calc wouldn't accept them because they believed that they were from a way newer version of the OS. Thus if they were taken from ram, (which just has the byte as 0) they work fine. I'll let lionel know, so he can check it. Also dj thanks, but its definitely not my emu, i'm really only a maintainer.  I dont want to steal jim and spencers credit
216
« on: July 07, 2010, 05:40:47 pm »
Alrighty i'm here, lets see if we can fix some of your crashes. First things first, go get the latest version from codeplex: http://wabbit.codeplex.com. I update quite frequently, so chances are you're not running the latest. What model rom are you attempting to run? Requiring admin privileges, shouldn't be necessary, I don't have admin on one of my machines and it runs fine. I'm trying to think what could require admin, and my only guess is file access? Where is wabbitemu located on your machine, and where is your rom file at? When it crashes, it should give you the standard error reporting box. I need to see some of the technical info from there, to see where it crashed. If you could hop on IRC i'll see if I can find whatever is causing the crashes and fix it
217
« on: July 06, 2010, 09:20:57 pm »
Just downloaded the newest version - love the skin for it!!  Thanx BuckeyDude! 
[Slightly Offtopic] Btw, is there something wrong with the save state feature? Because (in the old version I had) it would save, but whenerver it loaded, the calc screen turned solid black and all the icons on my computer (desktop, windows, etc.) started flashing. In the new version it simply doesn't load - I get "sorry, WabbitEmu needs to close...blahblahblah...would you like to report to Microsoft?" Is it just me and my crappy computer skillz or is this something with WabbitEmu itself? [/Slighty Offtopic] @Omnimaga: kind of useless now, but I am running XP (not quite sure where to find bits)
Glad you like the skin, 84s were kinda difficult to make. As for your save state issue, it is indeed a wabbitemu problem. Basically the 84plus was not originally included in the original wabbit code, so there is some missing support. I've uploaded another new version that fixes this too. Oh for bits it was more for Vista and 7 users. There is a 32 and 64 bit version of both.
There was a 64 bit version of xp too, just no one used it  If anyone is running that I'd be curious about the performance
219
« on: July 05, 2010, 04:42:45 pm »
Unless you downloaded it in the past week, you are not completely up to date. I fixed this problem already, go get the latest: http://wabbit.codeplex.com. It was my fault, I had included and older version of the skin, incompatible with the latest and greatest
220
« on: June 29, 2010, 02:44:33 pm »
That is indeed what I meant. I'm slightly pissed that this is the problem. This is the only one of the 4 changed moves that were wrong.
221
« on: June 29, 2010, 02:35:16 pm »
Goddammit thank you guys. I could not figure out why pidgey was raping bulbasaur with gust in my version and not in the the real game. I must have checked the type effectiveness a couple hundred times. Fixed. I also need to check the other normal moves that migrated in gen 2.
222
« on: June 28, 2010, 04:12:23 pm »
pucrunch combines rle and LZ78 into one compression algorithm, so yeah i've been using that in part
223
« on: June 27, 2010, 08:27:46 pm »
So some small updates, I think I have switching pokemon in battle implemented, and in a bit will probably have it through the main menu too. I'm also about to start work on the items system and pokedex implementation. I'll upload a new build in a little bit.
One thing that I need help with is compression. Not sure exactly what the best route to go here is, I tried a couple different methods and so far pucrunch has been the best compression (for graphics). The front sprites I am getting about 8-10% compression for 3 sprites which isn't really all that great. I was wondering if anyone has an awesome compression routine for rather small data (768 bytes per group).
224
« on: June 26, 2010, 05:21:52 pm »
Ah my bad, I set this up horribly. A couple things had to be changed to fix this. One in addition to overriding the Equals() method, the ToString() method needed to be overridden too (I thought I had already done this).
public override string ToString() { return name; } Then in the New_Move() method, comboBox.Item.Add() needs to add the move, not just the name.
allMoves[index] = new Move(index, name, type, pp, power, accuracy); movesComboBox.Items.Add(allMoves[index]); Finally you need to call InitMoves() whenever you resort the list so they are added properly. There is a better way to do this, which I can explain if you want. Also make sure you add a comboBox.Items.Clear() in InitMoves() so you don't keep adding to the items already there.
225
« on: June 26, 2010, 03:22:15 pm »
Well, the combobox does have a sorted property, but using that just tears the program apart. I'm trying to think of a way to tell it which type it should be looking at when sorting the list before putting it into the combobox, because the normal Sort( commands just moves the name of the item and not all of the other members of that class. (I'm pretty sure Psychic isn't a normal move with 40 power and 30 pp).
When using the sorted property, the sorting uses the Equals() method to compare items. add this to the Moves class public override bool Equals(object obj) { return string.Equals(name, obj); } and then you can use the sorted property of the combobox
Pages: 1 ... 13 14 [15] 16 17 ... 19
|