EASy68K  
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PostPosted: Wed Mar 04, 2009 5:37 pm 
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Location: Monroe, MI
Port is in process - the assembler is fully ported to a wxWidgets Text edit gui - I am currently working on the simulator - I have completed a basic version to command-line by porting all borland specific code to the c++ std lib - I am currently working on redesigning easy68k's gui - i want to integrate edit68k and sim68k into one program that will run best when maximized - the app will be tabbed at the top so you can switch between the two - for further details contact me at [MY_USERNAME] at Yahoo dot com

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PostPosted: Wed Mar 11, 2009 8:44 pm 
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I am integrating it all into one package w/o separate widows. I think this is much cleaner and therefore easier to use. However, I am using an API that allows you to either float or dock certain panels, so while displaying at low resolution, you can just float the memory, stack, registers, etc. I'm gonna get together a small demo here shortly (next day or two) - I'm working on integrating the simulator code into the package - it has been conflicting with the assembler code (they use some similar constants, so i am looking for and renaming the ones that conflict). I will post a link to a demo soon.

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 Post subject: EASY68K PORT DEMO
PostPosted: Sat Mar 14, 2009 4:14 am 
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Port to wxWidgets - mainly a GUI demo (entire thing as one app - uses floating/docking windows) - assembler works (except it chokes on structured assembly - i need to go back and debug). Simulator has not yet been integrated - i have ported it to std c++ command-line It conflicts with the assembler's constants and var names (so i have to track down all the name conflicts before it will get integrated). Anyway, please post comments and suggestions.

Download Zip at http://www.340mph.com/software/EASy68kPort.php

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The Age Old Question: To Be or Not To Be
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Last edited by ajbonkoski on Tue Feb 02, 2010 10:12 pm, edited 1 time in total.

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PostPosted: Wed Mar 18, 2009 10:31 pm 
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Location: Monroe, MI
wxWidgets includes a class in its api called wxSound

From the site:

"Detailed Description
This class represents a short sound (loaded from Windows WAV file), that can be stored in memory and played.
Currently this class is implemented on Windows and Unix (and uses either Open Sound System or Simple DirectMedia Layer)."

Is the current sound system more complex then this or will this work?

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PostPosted: Thu Mar 19, 2009 1:49 pm 
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That would work for trap tasks 70, 71 and 72. It would not work for 73, 74 and 75 which all use DirectX. That would be fine for non Windows systems. Just have tasks 73, 74 and 75 return D0.W as zero which indicates that DirectX was not available.

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PostPosted: Thu Mar 26, 2009 9:11 pm 
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Milestone Build uploaded

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Finally we have the answer: 2B | !2B = FF


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PostPosted: Fri Apr 10, 2009 2:38 am 
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Prof. Kelly,
What did you use for the hardware window? I'm assuming some bitmaps with some device context drawing perhaps. I'm about to start work on the hardware window and I'd like not to recreate anything that already exists...

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Finally we have the answer: 2B | !2B = FF


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PostPosted: Fri Apr 10, 2009 12:39 pm 
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Isn't all the info about the hardware window in the hardwareu.dfm file?

Lee.


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PostPosted: Fri Apr 10, 2009 1:23 pm 
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The 7 Seg LEDs use an individual image for each segment all placed on a panel.

The switches are a button type that supports bitmap images. The image is changed to reflect the button state.

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PostPosted: Sun Apr 12, 2009 2:42 am 
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Cool... Could you provide the original bitmaps? I'd like to reuse instead of having to reinvent...

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Finally we have the answer: 2B | !2B = FF


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PostPosted: Sun Apr 12, 2009 2:52 am 
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I am also working on the fullscreen support - this shouldn't be too bad as wxWidgets includes a function to take the top level window into fullscreen. My big concern is duplicating the resolution change that you do (640x480 if I'm not mistaken). I think resolution change is platform dependent...

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PostPosted: Sun Apr 12, 2009 3:03 pm 
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ajbonkoski wrote:
Cool... Could you provide the original bitmaps? I'd like to reuse instead of having to reinvent...

This toggle switch
Image
and push button BMPs are here: http://www.monroeccc.edu/ckelly/easy68k/hardwarebmps.zip
The 7-segment and individual LEDs are not BMPs, they are Borland Shapes.

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PostPosted: Sun Apr 12, 2009 3:16 pm 
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ajbonkoski wrote:
I am also working on the fullscreen support - this shouldn't be too bad as wxWidgets includes a function to take the top level window into fullscreen. My big concern is duplicating the resolution change that you do (640x480 if I'm not mistaken). I think resolution change is platform dependent...

Trap task 33 allows the user to set the output window resolution. The minimum resolution is 640x480. The current code is Windows specific.

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PostPosted: Sat Apr 18, 2009 11:17 pm 
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I've had a go with the Windows executable v0.0.8 on WinXP Pro SP3 and here are a few observations.

The assembler works but the simuator borks at the first BSR which, as it was the first instruction in the first three programmes I tried, was a bit of a non starter.

I can't get to the simulator without loading and assembling a file even if a pre assembled version exists.

If the window is not wide enough the SR, US and SS overwrite A4 to A7.

A7 and SS should be the same in supervisor mode, they aren't.
A7 and US should be the same in user mode, they aren't.

None of the SR bits are labeled.

Any value typed into any register seems to be ignored if you hit the the clear cycles button.

The about in v0.0.8 says v0.0.6

I like that you can undock the output window but not that you can't put it behind the simulator.

Yup, no one ever says anything until it doesn't work. 8^)=

Lee.


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PostPosted: Sun Apr 19, 2009 12:13 am 
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Thanks for the feedback Lee. :director: Keep the pressure on.

A.J. is a student in my class and this is his final project.

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