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New TI-Nspire Emulator : Firebird Emu ! Windows/Mac/Linux...

:32tins: :32tinsktpb: :32tinsktpn: :32tinscas: :32tinstpkc: :32tinstpktpb: :32tinstp: :32tinscastp: :32tinscmc: :32tinscx: :32tinscxcas:

Re: New TI-Nspire Emulator : Firebird Emu ! Windows/Mac/Linu

Message non lude compsystems » 29 Mar 2016, 03:08

Hi, Emu48 emulator, can read a script (KML, Keyboard Mapping Language) to create skin, so each user can customize the keyboard and share, I would like to incorporate this feature in the emulator, as the current skin does not fit my tabletpc

http://hp.giesselink.com/emu48.htm

Code: Tout sélectionner
EmuXY and KML 2.0

Introduction

   This document explains in detail the KML 2.0 scripting files. KML, Keyboard Mapping Language, started as a script that Emu48 used to map keyboard buttons with buttons of the emulator, now it has become much more. KML 2.0, also used by Emu10, Emu28, Emu42 and Emu71, now makes it possible to change many advanced options of the way the emulator looks.

The description of Emu32 has been removed from this document. The development of Emu32 has quit, the emulated calculators are now emulated by Emu42. So Emu42 now emulates two quite different hardware platforms, the High End Pioneer and Clamshell series with a dot matrix display which base on the Lewis chip and the Mid Range Pioneer series with a semi dot matrix display which base on the Sacajawea chip. To distinguish both emulation platforms I use, if necessary, Emu42 (Lewis) and Emu42 (Sacajawea) in the further text.

Index

Basics   Page 1
Global   Page 2
Background   Page 5
LCD   Page 6
Digit   Page 9
Annunciator   Page 10
Button   Page 11
OutIn Codes   Page 13
Locale   Page 22
Scancode   Page 24
Conclusion   Page 27

Basics

   A KML script file is a text file that the emulators use to set its screen layout and keyboard layout. A custom bitmap file can be created to be the “faceplate” of the calculator. KML defines the size and position of the screen, buttons, annunciators, and the emulator window. The “#” character can be used to add remarks to a line. The following sections describe each main block of the KML script.


Global

   The global section of the KML file tells the bitmap, title of the KML, and the Calculator hardware and the model. The following is the syntax.


Global
   Title STRING
   Author STRING
   Hardware STRING
   Model STRING
   Class INTEGER
   Rom STRING
   Patch STRING
   Bitmap STRING
   Color INTEGER INTEGER INTEGER INTEGER
   Print STRING
   Debug INTEGER
End


Title is the title of the KML file that the emulator will use. This is not the filename.
Example:
   Title “John’s Gx”

Author is the author of the KML file.
Example:
   Author “John Doe”

Hardware is the emulated calculator hardware. This definition is optional on Emu48. The parameter is necessary to separate the KML scripts from each emulator. Valid entries are
Emu10:
   Hardware “Bert”
Emu28:
   Hardware “Centipede”
Emu42:
   Hardware “Lewis”
Emu48:
   Hardware “Yorke”
Emu71:
   Hardware “Saturn”


Model is the model of your emulated calculator inside the hardware family. The model entries differ from hardware to hardware. This setting groups KML files of the same hardware and ROM together. When switching between KML scripts, it is the first character of the parameter that is checked against the type of the current document (which was set by the Model command in the KML file with which the document was created). Valid entries are:
Emu10:
“E” = HP10B
“F” = HP20S
“M” = HP21S
Emu28:
“P” = HP28C
Emu42:
“I” = HP14B
“T” = HP17B
“U” = HP17BII
“Y” = HP19BII
“M” = HP27S
“O” = HP28S
“N” = HP32SII
“D” = HP42S
Emu48:
“6” = HP38G (64KB RAM)
“A” = HP38G
“E” = HP39G or HP40G
“G” = HP48G, HP48G+ or HP48GX
“S” = HP48S or HP48SX
“X” = HP49G
Emu71:
“T” = HP71B
Example:
   Model “G”

Class is used for different calculators base on the same ROM for further distinction. For other models than listed below this argument can be omitted. Valid entries are:
Emu42:
“32” = HP42S with 32KB RAM
Emu48:
“39” = HP39G
“40” = HP40G
Example:
   Class 39

Rom is the name of your ROM file.
Example:
   Rom “ROM.48G”

Patch is the name of a ROM patch file. Any file with correct syntax can be used as a patch file. Multiple Patch lines can be used, and all files will be loaded in the order in which they are declared. Important: They must appear after the Rom command.
Example:
   Patch “BEEP.48”

Bitmap is the bitmap file that will be the “faceplate”. All emulator versions are supporting the BMP file format, the latest versions also the Graphics Interchange Format (GIF).
Example:
   Bitmap “mygx.bmp”

Color is an optional setting to define the transparency color of the background bitmap. It takes effect only when both, title bar and menu bar are not shown. The first integer specifies the maximum tolerance between bitmap pixel and reference for color matching followed by three integers defining the RGB numbers (Red, Green and Blue) of the transparency reference color. Each RGB number range from 0 to 255. The difference between the actual pixel and the transparency color is calculated by the formula:
Difference = |ΔR| + |ΔG| + |ΔB| where the Δ are the count differences between the color parts of the pixel and the transparency reference color. The given tolerance value must be greater or equal to the calculated difference to handle this background bitmap position as transparent. Because of setting the bitmap position to transparent it’s quite important that the display area in the background bitmap is not set to transparent, else the complete display area will be transparent even if the colors of the display pixel don’t match with the transparency reference color.
Example:
   Color 0 255 0 0

Print will display a string when the KML file is loaded. You can have as many of these as necessary. They are more effective if you put them before the other settings.
Example:
   Print “My homepage is at http://hp.giesselink.com/”

Debug sets the emulator to return an information message box telling the scancode number of the keyboard key pressed when the scancode number isn’t defined. Valid entries are 0 or 1. One is on and Zero is off.
Example:
   Debug 1


Background

   This section sets where the background bitmap will be placed and the size of the emulator window.


Background
   Vga INTEGER
   Topbar INTEGER
   Menubar INTEGER
   Offset INTEGER INTEGER
   Size INTEGER INTEGER
End


Offset is how far the top left corner of the bitmap will be offset in the window. Most of the time you should set this to 0 0. The first integer is the amount of pixels to the right and the second is that amount of pixels down.
Example:
   Offset 0 0

Size sets the size of the emulator window in pixels. The first integer is the width and the second is the height. This is the width of the window, not the bitmap. It is usually smaller than the bitmap size because the bitmap normally contain the annunciator symbols.
Example:
   Size 302 485

Vga is a special command only for the Pocket PC versions of Emu42 and Emu48 to enable/disable the use of VGA screen resolution on a VGA capable Pocket PC. Valid entries are 0 or 1. One is the VGA mode with 640x480 pixel and Zero is the QVGA mode with 320x240 pixel.
Example:
   Vga 1

Topbar is a special command only for the Pocket PC versions of Emu42 and Emu48 to enable/disable the top bar of the screen. Valid entries are 0 or 1. One is enabled and Zero is disabled.
Example:
   Topbar 0

Menubar is a special command only for the Pocket PC versions of Emu42 and Emu48 to enable/disable the menu bar of the screen. If the menu bar is disabled you can get the menu over the context menu gesture on a display area isn’t covered by virtual key buttons. Valid entries are 0 or 1. One is enabled and Zero is disabled.
Example:
   Menubar 0


LCD

   This section set the size, position and contrast setting of the LCD screen.


Lcd
   Zoom INTEGER
   Zoomxy INTEGER INTEGER
   Vertical INTEGER
   Offset INTEGER INTEGER
   Color INTEGER INTEGER INTEGER INTEGER
End


Zoom is the size of the pixels in the LCD screen. This command is only valid for Emu28, Emu42 (Lewis) Emu48 and Emu71 and will be ignored on Emu10 and Emu42 (Sacajawea). Valid entries are 1, 2, 3 or 4. Zoom factor two is usually used by the dot matrix LCD types emulated by Emu28, Emu42 (Lewis), Emu48 and Emu71.
Example:
   Zoom 2

Zoomxy is a variant of the Zoom command only valid for Emu42 (Lewis). On Emu42 (Lewis) the High-End-Pioneer calculator series has originally a non quadratic rectangle as display pixel. The height of the pixel is normally bound to the zoom factor. But in some circumstances it’s useful to adjust the height of the pixel separately from the width. The first integer is the width and the second integer is the height of the dot matrix pixel. The width integer is still limited to 1, 2, 3 or 4, but the height integer can be any positive integer number.
Example:
   Zoomxy 2 3

Offset sets the position of the LCD screen. The first integer is the amount of pixels right and the second is the amount of pixels down.
Example:
   Offset 20 20

Color sets the color of the LCD display for different contrast settings. The first Integer is the contrast setting value. The number of setting values depends on the hardware type.

Emu10:
0-7 = 0 is lightest, 7 is darkest
Emu42 (Sacajawea), Emu71:
0-15 = foreground colors (Pixel on), 0 is lightest, 15 is darkest
16-31 = background colors (Pixel off), 16 corresponds to 0, 17 to 1, …
Emu28, Emu42 (Lewis):
0-31 = foreground colors (Pixel on), 0 is lightest, 15 is darkest
32-63 = background colors (Pixel off), 32 corresponds to 0, 33 to 1, …
Emu48:
0-31 = foreground colors (Pixel on), 0 is lightest, 15 is darkest
32-63 = background colors (Pixel off), 32 corresponds to 0, 33 to 1, …
unused value at background color = use color defined by setting 0

You should include one line for every foreground color setting. The other three integers are the RGB numbers (Red, Green, Blue). The RGB numbers range from 0 to 255. The background color number for the corresponding foreground color is always calculated by adding the first background number setting to the color value. At Emu42 for Pocket PC and Emu48 an undefined foreground color value 0 mean “white” else “black”, an undefined background color means using foreground color 0. At Emu10, Emu28, Emu42 (Sacajawea), Emu42 (Lewis) and Emu71 undefined contrast settings mean transparent mode showing the background image.
Example:
   Color 0 255 255 255
   Color 1 220 220 220
   …
   Color 30 10 10 10
   Color 31 0 0 0
   Color 32 255 255 255   # optional background color for contrast setting

But the calculator ROM bounds the contrast setting with the keyboard to useful values for each calculator model. The easiest way to generate reasonable contrast settings is to put the calculator to lowest possible darkness value by keyboard and enter the corresponding RGB values to your KML script at the lowest possible setting by ROM (background = pixel off color, foreground = near to background color). In the next step put the calculator to highest possible darkness value by keyboard and enter the corresponding RGB values to your KML script at the highest possible setting by ROM (background = pixel on color, foreground = near to background color). Next important point is the darkness reset value of the Rom because this should be the point of best contrast between fore- and background color. So in the first range between lowest darkness and reset point, use the pixel off color for all background colors and calculated RGB values by a nearly equal distance algorithm for each color part for the foreground colors. For the second range between reset point and highest darkness use the foreground pixel color of the reset point for all foreground colors and calculated RGB values by a nearly equal distance algorithm for each color part for the background colors.

The contrast settings outside these areas (accessible by hardware so it’s not useless) can be calculated by the distance between each color channel with saturation to no contrast at pixel off on one side, and pixel on the other side.


Contrast setting for each calculator model:

   Emulator   Range   Reset   Min   Max
HP10B   Emu10   0-7   4   2   6
HP14B   Emu42   0-15   6   0   15
HP17B   Emu42   0-31   22   15   31
HP17BII   Emu42   0-31   22   15   31
HP19BII   Emu42   0-31   22   16   31
HP20S   Emu10   0-7   4   2   6
HP21S   Emu10   0-7   4   2   6
HP27S   Emu42   0-31   22   15   31
HP28C   Emu28   0-31   26   20   31
HP28S   Emu42   0-31   22   16   31
HP32SII   Emu42   0-15   6   0   15
HP38G   Emu48   0-31   14   9   24
HP39G   Emu48   0-31   12   9   24
HP40G   Emu48   0-31   12   9   24
HP42S   Emu42   0-31   22   15   31
HP48SX   Emu48   0-31   11   3   19
HP48GX   Emu48   0-31   14   9   24
HP49G   Emu48   0-31   14   9   24
HP71B   Emu71   0-15   9   0   15

Range   : hardware range (accessible by assembler)
Reset   : contrast value after calculator reset
Min   : min. adjustable contrast value by keyboard
Max   : max. adjustable contrast value by keyboard

On Emu28 and Emu42 (Lewis) the contrast setting of the annunciators depends on the current main display contrast setting and the contrast setting of each annunciator. In normal operation the annunciator color of an on annunciator is exactly the pixel on color of the current contrast. Modifying the annunciator contrast from the default setting will choose a color below or above the current pixel on contrast setting. To avoid any misbehaviors fill the complete display color table of the emulator with reasonable values please.

Vertical is a special command only for the Pocket PC versions of Emu42 (Lewis) and Emu48 to rotate the display by 90˚ clock or anticlockwise to allow skins in landscape mode. Valid entries are 0 for portrait, 1 for anticlockwise and 2 for clockwise rotated landscape mode. The default setting is portrait mode.
Example:
   Vertical 1


Digit

   This section is only valid for Emu10 and Emu42 (Sacajawea) and describes the (alpha-) numeric part of the LCD screen. Emu10 and Emu42 (Sacajawea) are using different methods for creating a numeric value.

Digit
   Offset INTEGER INTEGER
   Size INTEGER INTEGER
   Distance INTEGER
   Bitmap STRING
End

Emu10:
The low-end Pioneer series use a classic 7 segment LCD. With the first nine annunciators (segments ‘a’ to ‘g’, ‘dp’ and ‘cm’) one digit is described.

The commands Offset and Size are unused.

Distance is the distance in pixel between the beginnings of each digit, so only one description for a digit is necessary.
Example:
   Distance 18      # distance between digits

Bitmap is an optional command for including an external annunciator bitmap instead of using the annunciators in the background bitmap.
Example:
   Bitmap “mylcd.bmp”

Emu42 (Sacajawea):
The Mid Range Pioneer series use a 5x7 pixel dot matrix for each digit.

Size is the size of one pixel in the LCD screen. Width Height.
Example:
   Size 3 4      # size of LCD pixel

Offset is the position of the first digit inside the display area.
Example:
   Offset 17 13      # position of 1st digit

Distance set the distance in pixel between the beginnings of each digit.
Example:
   Distance 21      # distance between digits

Bitmap is an optional command for including an external annunciator bitmap instead of using the annunciators in the background bitmap.
Example:
   Bitmap “mylcd.bmp”


Annunciator

   Annunciators are the 23 (Emu10), 60 (Emu42 (Sacajawea)), six (Emu48), seven (Emu28, Emu42 (Lewis)) and 32 (Emu71) status icons on the screen. You must specify one of these blocks for each annunciator.


Annunciator INTEGER
   Size INTEGER INTEGER
   Offset INTEGER INTEGER
   Down INTEGER INTEGER
End


Annunciator tells which annunciator you are setting. Valid entries are emulator depending and can vary from 1 through 6, 7, 23, 32 or 60. The annunciator symbol itself depends on the specific LCD of the calculator. Refer to existing KML scripts for getting the symbol of each annunciator.
Example:
Annunciator 1

Size is the size of the annunciator in pixels. Width Height.
Example:
   Size 16 11

Offset is the position that the annunciator will be displayed. This is the blank part.
Example:
   Offset 61 4

Down is the position of the annunciator in the bitmap when it is on. There are some restrictions on the different emulators. On Emu10 and Emu42 (Sacajawea) the annunciators must draw in black on a white background. On Emu28 and Emu42 (Lewis) and Emu71 the pixel at the Down position must contain the background color, this is necessary for masking operation. Emu48 don’t mask the background color, here the annunciator must have the background color of the target area.
Example:
   Down 16 485


Button

   Button sets the position of the button and what the button does.

Button INTEGER
   Type INTEGER
   Size INTEGER INTEGER
   Offset INTEGER INTEGER
   Down INTEGER INTEGER
   OutIn INTEGER INTEGER
   Virtual
   NoHold
   OnUp
       <Commands>
     End
   OnDown
       <Commands>
     End
End


Button tells the number of the button you are creating. This can be any number. Most times the number is chosen representing the row and column number of the button. Any number can be used, but only 256 buttons can be declared. If more buttons are declared, only the first 256 will be used, and the others will be ignored.
Example:
   Button 11

Type tells how the button will behave when it is pressed. Valid entries are 0, 1, 2, 3, 4, or 5.

Type 0 (default) is copying a part of the background bitmap with the dimension Size from the source position Down to the target position Offset.

Type 1 is copying an inner part of the background bitmap with the dimension Size from the source position Offset to the target position Offset one pixel right down. The resulting button gets a new black and white border. This is a default button effect for special designed background bitmaps.

Type 2 does nothing.

Type 3 is drawing a part of the background bitmap with the dimension Size at the target position Offset with inverted colors. This type can be used for a button inside the LCD screen area. The effect on the LCD screen depends on the emulator.

Type 4 is copying a part of the background bitmap with the dimension Size from the source position Offset to the target position Offset showing the background bitmap behind the LCD screen while the key pressed. This type is only useful in Emu48 with disabled option "Enable Virtual LCD Delay". On all other emulators this type isn’t working.

Type 5 is drawing a transparent circle inside the rectangle given by Size into the middle of the button area given by target position Offset and the dimension Size.


All other Type values are drawing a black rectangle with the dimension Size at the target position Offset. Remember that this behavior can change on introducing a new type. So don’t use this type in public scripts.
Example:
   Type 0

Size sets the size of the button. Width height.
Example:
   Size 36 25

Offset sets the position of the button. This is when it is not pressed. Pixels right and pixels down.
Example:
   Offset 8 158

Down sets the picture of the down button. This is only needed if type 0 is set. Pixels right and pixels down.
Example:
   Down 302 25

OutIn tells the emulator which button is being pressed. Tables of OutIn codes are on the next pages of this document.
Example:
   OutIn 1 16

Virtual mode should be used for buttons that duplicate the function of a calculator button. This type of button cannot be held down. A OnDown event is generated when the button pressed. A OnUp event is generated when the button is released.
Example:
   Virtual

NoHold will keep a button from sticking in the down position. It only generates an OnUp event.
Example:
   NoHold

OnDown and OnUp are used to carryout scancode commands when you press a button. Any Scancode command (see page 21) can be used. OnDown is when the button is pressed down. OnUp is when the button is released.
Example:
   OnDown
      Press 81
      Press 63
   End
   OnUp
      Release 63
      Release 81
   End


OutIn Codes HP10B

Key               
OutIn               
               
N   I/YR   PV   PMT   FV   SUM+
5 64   4 64   3 64   2 64   1 64   0 64
%   RCL   CFj   CST   PRC   MAR
5 32   4 32   3 32   2 32   1 32   0 32
INPUT   ->M   RM   M+   <-
4 16   3 16   2 16   1 16   0 16
+/-      7   8   9   /
5 8      3 8   2 8   1 8   0 8
K      4   5   6   *
5 4      3 4   2 4   1 4   0 4
SHIFT      1   2   3   -
5 2      3 2   2 2   1 2   0 2
C      0   .   =   +
0 32768      3 1   2 1   1 1   0 1

OutIn Codes HP14B

Key               
OutIn               
               
N   I/YR   PV   PMT   FV   SUM+
0 16   1 16   2 16   5 16   4 16   3 16
STO   RCL   CST   PRC   MAR   STAT
0 1   1 1   2 1   5 1   4 1   3 1
INPUT   +/-   (   )   <-
1 4   2 4   5 4   4 4   3 4
%      7   8   9   /
0 2      2 2   5 2   4 2   3 2
v      4   5   6   *
0 8      2 8   5 8   4 8   3 8
SHIFT      1   2   3   -
0 32      2 32   5 32   4 32   3 32
C      0   .   =   +
0 32768      2 64   5 64   4 64   3 64


OutIn Codes HP17B / HP17BII

Key               
OutIn               
               
^   ^   ^   ^   ^   ^
5 64   4 64   3 64   2 64   1 64   0 64
STO   RCL   %   DSP   PRT   EXIT
5 32   4 32   3 32   2 32   1 32   0 32
INPUT   +/-   (   )   <-
4 16   3 16   2 16   1 16   0 16
^      7   8   9   /
5 8      3 8   2 8   1 8   0 8
v      4   5   6   *
5 4      3 4   2 4   1 4   0 4
SHIFT      1   2   3   -
5 2      3 2   2 2   1 2   0 2
C      0   .   =   +
0 32768      3 1   2 1   1 1   0 1


OutIn Codes HP19BII

Key               
OutIn               
               
A   B   C   D   E   F
6 256   6 2048   6 64   6 32   6 1   6 1024
G   H   I   J   K   L
5 256   5 2048   5 64   5 32   5 1   5 1024
M   N   O   P   Q   R
4 256   4 2048   4 64   4 32   4 1   4 1024
S   T   U   V   W   X
3 256   3 2048   3 64   4 32   4 1   4 1024
Y   Z   ?   $   #   :
2 256   2 2048   2 64   2 32   2 1   2 1024
SPACE   INS   DEL   <-   ->
1 2048   1 64   1 32   1 1   1 1024

Key               
OutIn               
               
               
7 2   7 128   7 512   7 4   7 8   7 16
SHIFT   STO   RCL   DISP   PRNT   EXIT
6 2   6 128   6 512   6 4   6 8   6 16
INPUT   +/-   (   )   <-
6 128   5 512   5 4   5 8   5 16
^      7   8   9   /
4 2      4 128   4 512   4 4   4 8
v      4   5   6   *
3 2      3 128   3 512   3 4   3 8
%      1   2   3   -
5 2      3 2   2 2   1 2   0 2
ON   O   .   =   +
0 32768   1 128   1 512   1 4   1 8


OutIn Codes HP20S / HP21S

Key               
OutIn               
               
SQR(X)   e^X   LN   Y^X   1/X   SUM+
5 64   4 64   3 64   2 64   1 64   0 64
STO   RCL   SIN   COS   TAN   R/S
5 32   4 32   3 32   2 32   1 32   0 32
INPUT   +/-   (   )   <-
4 16   3 16   2 16   1 16   0 16
XEQ      7   8   9   /
5 8      3 8   2 8   1 8   0 8
<-\      4   5   6   *
5 4      3 4   2 4   1 4   0 4
/->      1   2   3   -
5 2      3 2   2 2   1 2   0 2
C      0   .   =   +
0 32768      3 1   2 1   1 1   0 1

OutIn Codes HP27S

Key               
OutIn               
               
^   ^   ^   ^   ^   ^
5 64   4 64   3 64   2 64   1 64   0 64
STO   RCL   SIN   COS   TAN   EXIT
5 32   4 32   3 32   2 32   1 32   0 32
INPUT   +/-   (   )   <-
4 16   3 16   2 16   1 16   0 16
^      7   8   9   /
5 8      3 8   2 8   1 8   0 8
v      4   5   6   *
5 4      3 4   2 4   1 4   0 4
SHIFT      1   2   3   -
5 2      3 2   2 2   1 2   0 2
C      0   .   =   +
0 32768      3 1   2 1   1 1   0 1


OutIn Codes HP28C

Key               
OutIn               
               
A   B   C   D   E   F
6 16   6 32   6 2048   6 1024   6 512   6 128
G   H   I   J   K   L
5 16   5 32   5 2048   5 1024   5 512   5 128
M   N   O   P   Q   R
4 16   4 32   4 2048   4 1024   4 512   4 128
S   T   U   V   W   X
3 16   3 32   3 2048   3 1024   3 512   3 128
Y   Z   #   {   [   (
2 16   2 32   2 2048   2 1024   2 512   2 128
SPACE   <<   =   LC   ALPHA
1 32   1 2048   1 1024   1 512   1 128

Key               
OutIn               
               
INS   DEL   ^   v   <   >
7 256   7 64   7 8   7 1   7 2   7 4
SHIFT   <^v>   TRIG   SOLV   USER   NEXT
6 256   6 64   6 8   6 1   6 2   6 4
ENTER   CHS   EEX   DROP   <-
5 64   5 8   5 1   5 2   5 4
'      7   8   9   /
4 256      4 64   4 8   4 1   4 2
STO      4   5   6   *
3 256      3 64   3 8   3 1   3 2
EVAL      1   2   3   -
2 256      2 64   2 8   2 1   2 2
ON   O   .   ,   +
0 32768   1 64   1 8   1 1   1 2


OutIn Codes HP28S

Key               
OutIn               
               
A   B   C   D   E   F
6 256   6 2048   6 64   6 32   6 1   6 1024
G   H   I   J   K   L
5 256   5 2048   5 64   5 32   5 1   5 1024
M   N   O   P   Q   R
4 256   4 2048   4 64   4 32   4 1   4 1024
S   T   U   V   W   X
3 256   3 2048   3 64   4 32   4 1   4 1024
Y   Z   #   {   [   (
2 256   2 2048   2 64   2 32   2 1   2 1024
SPACE   <<   =   LC   ALPHA
1 2048   1 64   1 32   1 1   1 1024

Key               
OutIn               
               
INS   DEL   ^   v   <   >
7 2   7 128   7 512   7 4   7 8   7 16
SHIFT   <^v>   TRIG   SOLV   USER   NEXT
6 2   6 128   6 512   6 4   6 8   6 16
ENTER   CHS   EEX   DROP   <-
6 128   5 512   5 4   5 8   5 16
'      7   8   9   /
4 2      4 128   4 512   4 4   4 8
STO      4   5   6   *
3 2      3 128   3 512   3 4   3 8
EVAL      1   2   3   -
2 2      2 128   2 512   2 4   2 8
ON   O   .   ,   +
0 32768   1 128   1 512   1 4   1 8


OutIn Codes HP32SII

Key               
OutIn               
               
SQr(X)   e^X   LN   Y^X   1/X   SUM+
5 64   4 64   3 64   2 64   1 64   0 64
STO   RCL   Rv   SIN   COS   TAN
5 32   4 32   3 32   2 32   1 32   0 32
ENTER   X<>Y   +/-   E   <-
4 1   3 1   2 1   1 1   0 1
XEQ      7   8   9   /
5 8      3 8   2 8   1 8   0 8
<-\      4   5   6   *
5 16      3 16   2 16   1 16   0 16
/->      1   2   3   -
5 4      3 4   2 4   1 4   0 4
EXIT      0   .   R/S   +
0 32768      3 2   2 2   1 2   0 2

OutIn Codes HP42S

Key               
OutIn               
               
SUM+   1/X   SQR(X)   LOG   LN   XEQ
5 64   4 64   3 64   2 64   1 64   0 64
STO   RCL   Rv   SIN   COS   TAN
5 32   4 32   3 32   2 32   1 32   0 32
ENTER   X<>Y   +/-   E   <-
4 16   3 16   2 16   1 16   0 16
^      7   8   9   /
5 8      3 8   2 8   1 8   0 8
v      4   5   6   *
5 4      3 4   2 4   1 4   0 4
SHIFT      1   2   3   -
5 2      3 2   2 2   1 2   0 2
EXIT      0   .   R/S   +
0 32768      3 1   2 1   1 1   0 1


OutIn Codes HP48SX (HP48GX / HP38G)

Key               
OutIn               
               
A   B   C   D   E   F
1 16   8 16   8 8   8 4   8 2   8 1
G   H   I   J   K   L
2 16   7 16   7 8   7 4   7 2   7 1
M   N   O   P   Q   R
0 16   6 16   6 8   6 4   6 2   6 1
S   T   U   V   W   X
3 16   5 16   5 8   5 4   5 2   5 1
ENTER   Y   Z   DEL   DROP
4 16   4 8   4 4    4 2   4 1
A      7   8   9   /
3 32      3 8   3 4   3 2   3 1
<-\      4   5   6   *
2 32      2 8   2 4   2 2   2 1
/->      1   2   3   -
1 32      1 8   1 4   1 2   1 1
ON      0   .   SPC   +
0 32768      0 8   0 4   0 2   0 1

OutIn Codes HP49G (HP39G / HP40G)

Key               
OutIn               
               
A   B   C   D   E   F
5 1   5 2   5 4   5 8   5 16   5 32
G   H   I      ^   
5 128   4 128   3 128      6 8   
J   K   L   <   v   >
2 128   1 128   0 128   6 4   6 2   6 1
M   N   O   P   DEL
4 64   3 64   2 64   1 64   0 64
Q   R   S   T   U
4 32   3 32   2 32   1 32   0 32
V   W   X   Y   Z
4 16   3 16   2 16   1 16   0 16
ALPHA   7   8   9   *
7 8   3 8   2 8   1 8   0 8
<-\   4   5   6   -
7 4   3 4   2 4   1 4   0 4
/-.>   1   2   3   +
7 2   3 2   2 2   1 2   0 2
ON   0   .   SPC   ENTER
0 32768   3 1   2 1   1 1   0 1

OutIn Codes HP71B

Key                           
OutIn                           
                           
Q   W   E   R   T   Y   U   I   O   P
3 1   3 2   3 4   3 8   3 16   3 32   3 64   3 128   3 256   3 512
A   S   D   F   G   H   J   K   L   =
2 1   2 2   2 4   2 8   2 16   2 32   2 64   2 128   2 256   2 512
Z   X   C   V   B   N   M   (   )   END
1 1   1 2   1 4   1 8   1 16   1 32   1 64   1 128   1 256   
ON   F   G   RUN   <   >   SPC         LINE
0 32769   0 2   0 4   0 8   0 16   0 32   0 64   0 128   0 256   1 512

7   8   9   /
3 1024   3 2048   3 4096   3 8192
4   5   6   *
2 1024   2 2048   2 4096   2 8192
1   2   3   -
1 1024   1 2048   1 4096   1 8192
0   .   ,   +
0 1024   0 2048   0 4096   0 8192


Locale

   With the Locale command you can bind Scancode definitions to a keyboard Input Locale ID. An Input Locale ID, also known a Language Identifier Constant, is a 16 bit decimal number consists of a 10 bit primary language and a 6 bit sublanguage identifier.

Locale INTEGER
   <Scancode blocks>
End

For example the Primary Language ID for English is 9, the Sublanguage ID for United States (US) is 1 and the Sublanguage ID for United Kingdom (UK) is 2.

With the formula:

Locale ID = 1024 * Sublanguage ID + Primary Language ID

Locale ID English(US)  = 1024 * 1 + 9 = 1033
Locale ID English(UK) = 1024 * 2 + 9 = 2057

A special case is the value “0” for the Primary Language ID and the Sublanguage ID. “0” is standing for Neutral. So if you want to select all English keyboards to one case the Locale ID is

Locale ID English(Neutral)  = 1024 * 0 + 9 = 9

or for selecting all keyboards the Locale ID is

Locale ID Neutral(Neutral)  = 1024 * 0 + 0 = 0

The interpreter now chooses the first matching Locale in the file and ignoring all following Locale definitions. With this knowledge you can write a decoder selecting a block for English(US), English(UK), English(Neutral) and Default.

Example:
Locale 2057   # English(UK)
   <Scancode blocks for English UK keyboard>
End

Locale 1033   # English(US)
   <Scancode blocks for English US keyboard>
End

Locale 7   # English(Neutral)
   <Scancode blocks for all other English keyboards>
End

Locale 0   # Neutral(Neutral)
   <Scancode blocks for all other keyboards>
End


Instead of writing the Scancode blocks directly inside the Locale block, it’s sometimes more readable to include them by using the Include command:

Example:
Locale 1033   # English(US)
   Include “kbd-us.kmi”
End


Scancode

   The Scancode defines what the emulator will do when a certain key on the keyboard is pressed. Pressing a key that has no scancode defined will (only if debug mode is on) display a message box with the key's scancode number, so that you can write a Scancode block. The commands in the Scancode block are executed twice, first when the key is pressed and a second time when the key is released. Flags can help to transfer information (for example can be set to show that a shift key is pressed) from one Scancode block to another. Valid flags are 0-31.

Scancode INTEGER
   <COMMANDS>
End

Valid Commands

   Map INTEGER INTEGER
or
   Press INTEGER
or
   Release INTEGER
or
   IfPressed INTEGER
      <COMMANDS>
   Else
      <COMMANDS>
   End
Or
   IfMem INTEGER INTEGER INTEGER
      <COMMANDS>
   Else
      <COMMANDS>
   End
or
   SetFlag INTEGER
or
   ResetFlag INTEGER
or
   NotFlag INTEGER
or
   IfFlag INTEGER
   <COMMANDS>
   Else
      <COMMANDS>
   End
or
   MenuItem INTEGER
or
   SysItem INTEGER

Map <SCANCODE> <BUTTON> will map the state (pressed or released) of the key <SCANCODE> (defined by the "Scancode <SCANCODE>" block) to the button <BUTTON> (defined by the "Button <BUTTON>" block). This means when Map is called in the key pressing state the Button is pressed else, when Map is called in the key releasing state, the Button is released.
Example:
   Map 51 11

Press <BUTTON> will press the button defined by the "Button <BUTTON>" block.
Example:
   Press 11

Release <BUTTON> will release the button defined by the "Button <BUTTON>" block.
Example:
   Release 11

IfPressed <SCANCODE> tests if Scancode block is called by a key press or a key release. If the block is called by a key press, the command lines behind IfPressed are executed until a Else or End command is reached. If the block is called by a key release, all command lines between Else and the corresponding End are executed.
Example:
   IfPressed 51
      Map 51 11
   Else
      Map 51 12
   End

IfMem <MEMADDR> <ANDMASK> <RESULT> tests if the content of the calculator memory address <MEMADDR> masked by an AND operation with the value <ANDMASK> is equal to the value <RESULT>. If the result is equal, the command lines behind IfMem are executed until a Else or End command is reached. If the result is not equal, all command lines between Else and the corresponding End are executed.
Example:
   IfMem 267 4 0      # =ANNCTRL 48SX/GX & alpha annunciator
      Press 61   # press/release alpha button
      Release61
   End

SetFlag <FLAGNO> will set an internal flag.
Example:
   SetFlag 1

ResetFlag <FLAGNO> will clear an internal flag.
Example:
   ResetFlag 1

NotFlag <FLAGNO> will invert the state of an internal flag.
Example:
   NotFlag 1

IfFlag <FLAGNO> tests the state of the flag. If the Flag is set, the command lines behind IfFlag are executed until a Else or End command is reached. If the Flag is not set, all command lines between Else and the corresponding End are executed.
Example:
   IfFlag 1
      Map 51 11
   Else
      Map 51 12
   End


MenuItem will open a menu (only if it’s supported). The following values are accepted:

FILE_NEW                1
FILE_OPEN               2
FILE_SAVE               3
FILE_SAVEAS             4
FILE_EXIT               5
EDIT_COPY_SCREEN        6
FILE_SETTINGS           7
EDIT_RESET              8
EDIT_LOAD_OBJECT        9
EDIT_SAVE_OBJECT        10
HELP_ABOUT              11
HELP_TOPICS             12
FILE_CLOSE              13
EDIT_BACKUP_SAVE        14
EDIT_BACKUP_RESTORE     15
EDIT_BACKUP_DELETE      16
VIEW_SCRIPT             17
EDIT_PORT_CONFIGURATION 18
EDIT_COPY_STRING        19
EDIT_PASTE_STRING       20
TOOL_DISASM             21
TOOL_DEBUG              22
TOOL_MACRO_RECORD       23
TOOL_MACRO_PLAY         24
TOOL_MACRO_STOP         25
TOOL_MACRO_SETTINGS     26

SysItem allows to call SYSCOMMAND messages. SYSCOMMAND messages are normally generated by the system or control menu. Interesting as commands inside the KML script are:
SC_MOVE                 61456
SC_MINIMIZE             61472
SC_CLOSE                61536

where SC_MOVE enabling the window to move by the keyboard, SC_MINIMIZE minimizing and SC_CLOSE closing the program window.
Example:
   SysItem 61536           # SC_CLOSE


Conclusion

This document was originally written by Casey Patterson for the Keyboard Macro Language made by Sébastien Carlier and is now maintained by Christoph Gießelink.

I’m sorry, the authors can’t give any individual support, try the forum at http://www.hpmuseum.org/ please.


The latest updates are available at:

Christoph Gießelink
c.giesselink@gmx.de

Christoph Giesselink Main Page
http://hp.giesselink.com/


Release 18: May 18th, 2015


example KML

Code: Tout sélectionner
Global
   Print "======================================================="
   Print "KML script by Christoph Giesselink, c.giesselink@gmx.de"
   Print "http://hp.giesselink.com/"
   Print "Wombat3 base on the design of Wombat2 by"
   Print "Victor Chow & Pete Wilson"
   Print "======================================================="
   Title    "Wombat3 48Gx"
   Author   "Christoph Giesselink"
   Hardware "Yorke"
   Model    "G"
   Rom      "ROM.48G"
   Patch    "beep.48"
   Bitmap   "Wombat3 48GX.bmp"
   Debug    0
End

Background
   Vga 1
   Offset   0   0
   Size   480 536
End

Lcd
   Zoom 3
   Offset 20  9
   Color  0 255 255 255   # character color table
   Color  1 255 255 255
   Color  2 255 255 255
   Color  3 255 255 255
   Color  4 255 255 255
   Color  5 255 255 255
   Color  6 255 255 255
   Color  7 255 255 255
   Color  8 255 255 255
   Color  9 223 223 223
   Color 10 179 171 171
   Color 11 135 135 135
   Color 12  91  91  91
   Color 13  47  47  47
   Color 14   0   0   0
   Color 15   0   0   0
   Color 16   0   0   0
   Color 17   0   0   0
   Color 18   0   0   0
   Color 19   0   0   0
   Color 20   0   0   0
   Color 21   0   0   0
   Color 22   0   0   0
   Color 23   0   0   0
   Color 24   0   0   0
   Color 25   0   0   0
   Color 26   0   0   0
   Color 27   0   0   0
   Color 28   0   0   0
   Color 29   0   0   0
   Color 30   0   0   0
   Color 31   0   0   0
   Color 32 255 255 255   # background color table
   Color 33 255 255 255
   Color 34 255 255 255
   Color 35 255 255 255
   Color 36 255 255 255
   Color 37 255 255 255
   Color 38 255 255 255
   Color 39 255 255 255
   Color 40 255 255 255
   Color 41 255 255 255
   Color 42 255 255 255
   Color 43 255 255 255
   Color 44 255 255 255
   Color 45 255 255 255
   Color 46 255 255 255
   Color 47 232 232 232
   Color 48 209 209 209
   Color 49 186 186 186
   Color 50 163 163 163
   Color 51 140 140 140
   Color 52 117 117 117
   Color 53  94  94  94
   Color 54  71  71  71
   Color 55  48  48  48
   Color 56  25  25  25
   Color 57   2   2   2
   Color 58   0   0   0
   Color 59   0   0   0
   Color 60   0   0   0
   Color 61   0   0   0
   Color 62   0   0   0
   Color 63   0   0   0
End

Annunciator 1
   Size 30 22
   Offset 424 17
   Down 1 537
End

Annunciator 2
   Size 30 22
   Offset 424 50
   Down 36 537
End

Annunciator 3
   Size 22 22
   Offset 427 83
   Down 73 537
End

Annunciator 4
   Size 20 16
   Offset 429 115
   Down 104 537
End

Annunciator 5
   Size 18 20
   Offset 430 141
   Down 130 537
End

Annunciator 6
   Size 23 18
   Offset 428 172
   Down 155 537
End

Button 01         # LCD "button" 1
   Type 3
   Size 63 21
   Offset 20 180
   OutIn 1 16
End
Button 02         # LCD "button" 2
   Type 3
   Size 63 21
   Offset 86 180
   OutIn 8 16
End
Button 03         # LCD "button" 3
   Type 3
   Size 63 21
   Offset 152 180
   OutIn 8 8
End
Button 04         # LCD "button" 4
   Type 3
   Size 63 21
   Offset 218 180
   OutIn 8 4
End
Button 05         # LCD "button" 5
   Type 3
   Size 63 21
   Offset 284 180
   OutIn 8 2
End
Button 06         # LCD "button" 6
   Type 3
   Size 63 21
   Offset 350 180
   OutIn 8 1
End

Button 91         # ON, should be the first defined key
   Type 3
   Size 86 33
   Offset 18 495
   OutIn 0 32768
End

Button 11
   Type 3
   Size 72 33
   Offset 18 215
   OutIn 1 16
End
Button 12
   Type 3
   Size 72 33
   Offset 92 215
   OutIn 8 16
End
Button 13
   Type 3
   Size 72 33
   Offset 166 215
   OutIn 8 8
End
Button 14
   Type 3
   Size 72 33
   Offset 240 215
   OutIn 8 4
End
Button 15
   Type 3
   Size 72 33
   Offset 314 215
   OutIn 8 2
End
Button 16
   Type 3
   Size 72 33
   Offset 388 215
   OutIn 8 1
End

Button 21
   Type 3
   Size 72 33
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Re: New TI-Nspire Emulator : Firebird Emu ! Windows/Mac/Linu

Message non lude Skill » 29 Mai 2016, 11:16

Bonjour.
J''ai téléchargé Firebird dans le but d'avoir accès sur mon PC à des fichiers pour nspire nécessitant ndless. [Plus précisément, je souhaitais modifier le nom de certains fichiers selon leurs contenus, alors je devais soit passer en revue tous ces fichiers sur ma nspire (très long) ou alors changer l'extension en .pnj puis rechanger (aussi long quand beaucoup de fichiers)].

Du coup ça serait beaucoup plus rapide avec un ému qui me permet de voir les fichiers que je souhaite directement. Merci à Hamza pour son aide jusque-là mais je suis encore bloqué : j'ai bien configuré les paramètres (le flash etc) et au démarrage j'ai bien l'écran d'une Ti nspire vierge. A partir de là on m'a dit qu'il suffisait de click&drag le fichier que je voulais sur l'écran de la nspire mais impossible (ça affiche le même signe que si vous essayez de click&drag le logo TI-planet en haut à gauche du site).

Je ne me suis pas occupé de la partie "snapshot" et le dossier de réception pour le transfert de fichier est /ndless (par défaut) mais je ne sais pas quel est son but.
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Re: New TI-Nspire Emulator : Firebird Emu ! Windows/Mac/Linu

Message non lude critor » 29 Mai 2016, 11:34

Bonjour.

Il faut te mettre dans l'onglet "Transfert de fichiers" :
Image
Tu cliques sur le bouton actualiser de cet onglet pour y faire apparaître la liste des dossiers.
Et ensuite tu glisses le fichier .tns ou OS à envoyer non pas sur l'écran mais vers le dossier de ton choix, n'importe quel dossier pour un OS.
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Re: New TI-Nspire Emulator : Firebird Emu ! Windows/Mac/Linu

Message non lude Skill » 29 Mai 2016, 12:00

Ok pour faire apparaître la liste de dossiers.
Pas ok pour envoyer les fichiers... Je vais essayer d'être précis : je clic droit dans "transfert de fichiers" et je créer un nouveau dossier "A" qui s'affiche bien dans MyLib mais qui est du coup vide. J'ai un fichier .tns dans un dossier de mon PC, je clic&drag ce fichier pour le mettre dans "A" dans la partie "transfert de fichiers" ?

J'ai l'impression que je ne peux rien envoyer directement au logiciel...
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Re: New TI-Nspire Emulator : Firebird Emu ! Windows/Mac/Linu

Message non lude critor » 29 Mai 2016, 12:16

Ton fichier a-t-il bien une extension .tns ?

Comme déjà dit plus haut, tu ne peux envoyer que des fichiers .tns ou des OS.
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Re: New TI-Nspire Emulator : Firebird Emu ! Windows/Mac/Linu

Message non lude Skill » 29 Mai 2016, 12:43

Oui mon fichier est bien un .tns, et quand j'essaye de l'envoyer dans "transfert de fichiers" ça me fait comme si tu clic&drag ton avatar dans ta signature => impossible.

Par contre, mon objectif final était de pouvoir lire des .img.tns sur Firebird, du coup si je ne peux que envoyer des .tns (même si ça marche pas pour le moment^^) et bien je peux laisser tomber ?
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Re: New TI-Nspire Emulator : Firebird Emu ! Windows/Mac/Linu

Message non lude Lionel Debroux » 29 Mai 2016, 14:35

.img.tns est un cas particulier de .tns, et c'est donc censé fonctionner :)
Membre de la TI-Chess Team.
Co-mainteneur de GCC4TI (documentation en ligne de GCC4TI), TIEmu et TILP.
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Re: New TI-Nspire Emulator : Firebird Emu ! Windows/Mac/Linu

Message non lude Skill » 29 Mai 2016, 15:25

J'ai essayé de vous représenter la situation... http://image.noelshack.com/fichiers/201 ... rebird.png

(même chose quand je drag le fichier dans l'écran de la TI)
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Re: New TI-Nspire Emulator : Firebird Emu ! Windows/Mac/Linu

Message non lude critor » 29 Mai 2016, 15:27

Tente de glisser le fichier sur un dossier déjà existant, ou sur un dossier créé via les menus de la calculatrice et non de l'émulateur.
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Re: New TI-Nspire Emulator : Firebird Emu ! Windows/Mac/Linu

Message non lude Skill » 29 Mai 2016, 15:47

Malheureusement toujours rien... Même problème : je ne peux rien envoyer dans Firebird, que ce soit dans un dossier déjà existant, créer sur l'émulateur ou via la Nspire :(
Le débuggueur est vierge aussi.
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