Author Topic: TI-Boy SE Beta pre-release  (Read 139227 times)

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Offline calc84maniac

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Re: TI-Boy SE Beta pre-release
« Reply #360 on: September 21, 2011, 09:18:55 pm »
  That makes sense, I will remove a bunch of stuff. Oh, and I am trying to install Zelda Links Awakening.  It says insufficient memory so I gues that means archive space.
Yeah, that's probably it. You need 540672 bytes of archive to hold that app. Thanks for trying the beta! :)
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Offline Billeekid

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Re: TI-Boy SE Beta pre-release
« Reply #361 on: September 21, 2011, 10:24:20 pm »
Yeah, that's probably it. You need 540672 bytes of archive to hold that app. Thanks for trying the beta! :)
I got it working!  Very Impressive, I think I'm gonna buy an adapter so I can get some sound out of this thing :)  I guess I didn't really know what to expect, but it works quite well.  I was surprised that the calculator could do grayscale like it can.  One question I do have, is flicker unavoidable?  It seems to be extremely bad at 75% and 100% I guess that the calculator has to make do with emulation on a smaller screen.  I just wanted to make sure it wasn't an OS, software, hardware issue or maybe if there is some way of reducing it to a less than distracting level?  I'm totally fine with a medium high contrast setting at 50% screen size(best for flicker), but only when I'm not dreading having to zoom in and around to read text.  It really is fascinating that you were able to make something like this, and it's even more spectactular watching it work!
« Last Edit: September 21, 2011, 10:25:28 pm by Billeekid »

Offline Camdenmil

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Re: TI-Boy SE Beta pre-release
« Reply #362 on: September 21, 2011, 11:16:42 pm »
Now that there's a mode with interrupts, is perfect grayscale asking too much. ;D
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Offline Runer112

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Re: TI-Boy SE Beta pre-release
« Reply #363 on: September 21, 2011, 11:20:47 pm »
Now that there's a mode with interrupts, is perfect grayscale asking too much. ;D

I'd say perfect grayscale is a little out of reach. As it is, TI-Boy struggles on quite a few games just to attain a somewhat playable speed. Adding in a feature that would consume at least half of all CPU time would slow down emulation even further. It also wouldn't be compatible with sound, as that uses all the crystal timers.

I guess for the few games that use very little processing power, if the user has sound disabled, perfect grayscale might be possible while attaining decent emulation speed. Granted I haven't tested many games, every game I've tested so far would not fall into this category.
« Last Edit: September 21, 2011, 11:27:10 pm by Runer112 »

Offline uiblis

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Re: TI-Boy SE Beta pre-release
« Reply #364 on: September 26, 2011, 09:07:40 pm »
What determines whether a game is compatible or incompatible?

Offline Camdenmil

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Re: TI-Boy SE Beta pre-release
« Reply #365 on: September 26, 2011, 10:47:16 pm »
You'll have to test it. You can test games in wabbitemu before you put them on a real calc. 83+SE/84+SE can handle up to 1mb roms, 84+ can handle up to 256k. Games that contain 32k extra ram will no run on calcs with the missing ram pages. The incompatibilities can be caused by alot of things. Its a gameboy emulator on a z80 calculator, it's not going to perfectly emulate all the gameboy hardware.
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Offline annoyingcalc

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Re: TI-Boy SE Beta pre-release
« Reply #366 on: October 16, 2011, 04:17:30 pm »
do roms patched by a .ips file work with ti-boy?
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Offline calc84maniac

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Re: TI-Boy SE Beta pre-release
« Reply #367 on: October 16, 2011, 04:30:02 pm »
do roms patched by a .ips file work with ti-boy?
If they work in a normal emulator, they have a fair chance of working in TI-Boy.
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Offline DJ Omnimaga

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Re: TI-Boy SE Beta pre-release
« Reply #368 on: October 17, 2011, 01:02:24 am »
ALso note that from an update to another, game compatibility might break or improve, since calc84maniac might improve something or fix a bug, but then this can break other stuff too.
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Offline fred30w

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Re: TI-Boy SE Beta pre-release
« Reply #369 on: October 20, 2011, 12:03:14 am »
I have a question calc84maniac, have you managed to fix the timer issue with beta 1.07?  I have a friend that is a console collector, and he was amazed how a TI Calculator can run a gameboy game with sound.  I was going to help him program his (lucky him he has hardware revision d).  I tried the Mario Land on my own calculator and the sound for the world music was all wacky.  I was just curious if you have fixed the timer issue, that way the game sounds good.   :)

Offline calc84maniac

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Re: TI-Boy SE Beta pre-release
« Reply #370 on: October 20, 2011, 12:04:43 am »
You can look forward to that fix in the next version of TI-Boy :)
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Offline fred30w

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Re: TI-Boy SE Beta pre-release
« Reply #371 on: October 20, 2011, 05:28:25 pm »
You can look forward to that fix in the next version of TI-Boy :)
I must certainly will!  I'm not sure, but it seems when I run beta 1.07, WabbitEmu crashes on Kirby's Dreamland and Kwirk. (the calc screen freezes)  Mario Land runs fine. (never tested either of the two on my real calc)
« Last Edit: October 20, 2011, 05:29:05 pm by fred30w »

Offline calc84maniac

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Re: TI-Boy SE Beta pre-release
« Reply #372 on: October 21, 2011, 01:22:03 am »
You can look forward to that fix in the next version of TI-Boy :)
I must certainly will!  I'm not sure, but it seems when I run beta 1.07, WabbitEmu crashes on Kirby's Dreamland and Kwirk. (the calc screen freezes)  Mario Land runs fine. (never tested either of the two on my real calc)
Ah, thanks for telling me, I had no idea that Kirby's Dream Land was broken. I'll see what I can do.
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Offline calc84maniac

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Re: TI-Boy SE Beta pre-release
« Reply #373 on: October 22, 2011, 12:01:30 am »
fred30w, it looks like the reason Kirby's Dream Land was crashing for me was a glitch I accidentally introduced in the development version. Beta 0.1.07 seems to run the game fine. Are you using the latest version of wabbitemu from http://wabbit.codeplex.com/?
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Offline fred30w

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Re: TI-Boy SE Beta pre-release
« Reply #374 on: October 22, 2011, 05:19:13 pm »
fred30w, it looks like the reason Kirby's Dream Land was crashing for me was a glitch I accidentally introduced in the development version. Beta 0.1.07 seems to run the game fine. Are you using the latest version of wabbitemu from http://wabbit.codeplex.com/?
Thanks calc84maniac!  Kirby runs great now!  I appreciate you bringing to my attention the update for WabbitEmu.  I'm not sure if this is a bug with WabbitEmu or the emulator, but now Kwirk runs super slow.  I know game compatibility is not your goal at the moment, but on TIBoy 1.03, the game ran fine.  Sound slows the game even further.  I would be more than happy to make one of the calc screen videos but I don't know how.  Can you explain to me how you do that?
« Last Edit: October 22, 2011, 05:24:42 pm by fred30w »