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Messages - calc84maniac
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151
« on: February 09, 2013, 05:42:54 pm »
I also just checked the webinar again and I found something very telling, which managed to pop up only because the guy happened to have an Image file selected when he switched to Windows Explorer:  We can tell a couple of things from this screenshot: 1) 8CA is the file format (and isn't associated with TI-Connect yet, lol lazy developers) 2) Filesize is around 22000 bytes, which means it's likely 133x83 pixels in 16-bit color (which is would be 22078 bytes of raw data). The guy misquoted the graph screen resolution as 133x83 earlier in the presentation, but I think he was accidentally quoting the background image size instead. 133x83 is half of the actual graph screen resolution of 265x165, rounded up, which makes sense because the background image pixels look doubled.
152
« on: February 07, 2013, 04:39:18 pm »
Apple needs to get with the program. Even Nintendo recently allowed an app whose main purpose was implementing a programming language.
153
« on: February 07, 2013, 01:41:15 pm »
I guess the save file is in the same format as a raw .sav file ? If so, we could just get rid of the 8xv header with an hex editor.
Yes, that is correct. It's a little more annoying to go the other way though, because the 8xv format has a couple of checksums.
154
« on: February 07, 2013, 01:01:49 pm »
@DJ_O: Thanks for your warm welcome!
Also, since I fear it was buried, I'll reask (or rather bring attention back to) the concept of bi-directional save conversions. My question was if he could add a seperate utility binary that can transfer the save files used by emulators or dumped from actual carts to the Appvars used by Ti-boy and vice versa. A simple yes or no will do, but if Ti-boy stores the save data based on how it's saved (I think I'm saying that right, basically since it emulates the gameboy my logic seems to think) couldn't there be a way to do so?
Besides that, I am still quite impressed by the functionality of this Emulator. And since it is Beta, I'd like to point out the few little graphical glitches. (Wish I had already made screen-shots to show what I mean.) There are two with Kirby on my actual calculator (Hence, no screenshots ) first, when Kirby goes into water (such as in Castle Lololo) he appears to be rendered *behind* the water. Well at least that's my guess as to why I cannot see most of his sprite most of the time while in water, while sprite tracking still works so it *is* still playable, this seems to be a particularly troublesome glitch. I'll try today to get Wabbit up and going on this comp so I can provide more helpful examples. Then the smaller thing is the roughness of the sprite tracking. Can you set it to only track the center of the sprite? I'm not sure if that would help.
Yes, save conversions are one of the things on my to-do list. As for Kirby rendering behind water, if that's what I'm thinking of (the "water" made up of a bunch of stars) it's actually a feature and not a glitch (that's how it appears on the Game Boy itself and it was fairly painful to implement). The sprite tracking is imperfect by nature, because it tracks a certain sprite "slot" out of the 40 available in the hardware, and some games don't always keep the character in the same slot, and most games even have characters made out of multiple sprites because sprites are only 8 pixels wide (which is why it doesn't track the center of the character). A more effective sprite tracker would use the game's variables to tell where the main character is, but that's not something that can easily be automated.
155
« on: February 06, 2013, 08:59:00 pm »
TBH, we should just move on to another, more modern architecture that has all of these features. Once you know how to structure a program in ASM for one architecture, writing it for a different architecture isn't that hard.
What's the fun in that?
156
« on: February 05, 2013, 10:48:54 pm »
You can change the background color around graphs, but who knows if you can do that (or even load a background image) via TI-Basic. I really hope they actually added all these features to TI-Basic as well. If they didn't for the sake of the barely existent backwards compatibility, then... well anyway, it seems the background images have at least 2x2 pixel blocks, so you wouldn't be able to show graphics like that using them. I wonder if they're keeping the Pic variables around, though...
157
« on: February 05, 2013, 09:29:35 pm »
Other cool stuff, too! Verbose error messages:  Expanded graph format screen, notably you can change background, outline, and turn off asymptote checking independently of Xres:  Seq() wizard (I saw a wizard for LinReg, also):  Whee, custom pixelated background image...  A bit of insight into background image files (named Image0 to Image9, can be stored only in Archive):
158
« on: February 03, 2013, 05:41:40 pm »
Well, the real problem is that the game should get notified that the byte is received an exact amount of time (in clock cycles) after the data transfer starts, and TI-Boy doesn't even count clock cycles per instruction for performance reasons. I suppose I might be able to give it another try one of these days, though.
159
« on: February 03, 2013, 04:15:53 pm »
I've attempted to add linking in the past, but it always glitched up... probably because the emulator's timing isn't accurate enough. I wouldn't get my hopes up, sorry
160
« on: February 01, 2013, 11:58:10 pm »
Hi, I get a Cartridge type unsupported error on a brand new TI-84 on Pokemon Blue and Super Mario 4. Any Ideas? Cheers
Cartridge type unsupported usually means you're using a bad ROM, or maybe even a compressed ROM (i.e. still in a zip file), since makeapp doesn't decompress zips. Can you post the console output from makeapp for these files?
161
« on: February 01, 2013, 02:30:56 pm »
This has been happening for a long time, see this post: http://ourl.ca/10477/200566Basically it will only work on a link cable other than Direct USB, for some reason.
162
« on: February 01, 2013, 12:14:00 pm »
Well, unless all of the sound-related data in the ROM was at the very end, it would take a lot of work to both remove it *and* have the resulting ROM be smaller. Pretty much everything in a gameboy ROM relies on being located in an exact position.
163
« on: February 01, 2013, 12:12:20 am »
Maybe changing the name to LuaCS-E would be less confusing?
164
« on: January 31, 2013, 04:10:58 pm »
Nope, it won't help at all. The apps are already as small as they can get, the Link's Awakening ROM even by itself can't fit on a TI-84+. 16KB is the smallest amount of space I can store the emulator itself in, and I don't exceed that.
165
« on: January 30, 2013, 10:57:42 pm »
That is awesome, the first game for the calc exists before the calc itself >.<
The calc itself is already developed.
Yeah but I think this is the first time a calculator game comes out before the calc itself. Of course PuzzlePack for the TI-84+ doesn't count because it was made for the 83+ and happened to run fine on the 84+.
Technically the game hasn't "come out", the guy is just showing screenshots of a quick-and-dirty port of his game for TI-86 (and this is just what we need during this information drought)
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