Omnimaga
Omnimaga => Completed => Our Projects => TI-Boy SE - Game Boy Emulator For TI-83+SE/84 => Topic started by: calc84maniac on February 14, 2014, 11:16:32 pm
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List of releases from newest to oldest:
TI-Boy CSE Alpha 0.0.03 (http://www.omnimaga.org/ti-boy-se-game-boy-emulator-for-ti-83se84/official-ti-boy-cse-alpha-thread/msg376818/#msg376818)
TI-Boy CSE Alpha 0.0.02 (http://www.omnimaga.org/ti-boy-se-game-boy-emulator-for-ti-83se84/official-ti-boy-cse-alpha-thread/msg376356/#msg376356)
TI-Boy CSE Alpha 0.0.01 (http://www.omnimaga.org/ti-boy-se-game-boy-emulator-for-ti-83se84/official-ti-boy-cse-alpha-thread/)
Let's start this off with a release of TI-Boy CSE Alpha 0.0.01! For the uninitiated, this is a Game Boy emulator for the TI-84+ C Silver Edition (Game Boy Color is not supported).
At least for now, this will be a forum-only release in case I've made any terrible mistakes. (Hopefully not, but you never know!) I'd greatly appreciate feedback on any issues you may encounter.
Advantages over TI-Boy SE:
- Displays the full 160x144 resolution of the Game Boy screen
- 12 custom color palettes selectable, based on the palettes available for Game Boy games when played on the Game Boy Color
Disadvantages against TI-Boy SE:
- A bit slower due to the 16-bit full-resolution graphics output.
- No audio output support.
Next on the to-do list is probably to implement a proper fullscreen scaling mode. It's currently only half-implemented, with horizontal scaling but no vertical scaling.
Edit: Whoops, I forgot to compile makeapp statically. Updated, so reportedly it works now.
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Can someone convert Pokemon Red for me (or any others that can be tested for fun)? I wanna try this on wabbit and my computer is missing a .dll file to convert. >:D
Nevermind. Doesn't work on Wabbit with Wabbit generated ROM. :/
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Nevermind. Doesn't work on Wabbit with Wabbit generated ROM. :/
Geez, calc84, it's like wabbit isn't a real calc or something :P
On a less-trollish note, nice job! Just fix the monochrome makeapp before you get too into this, okay? :P
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That's excellent news!
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I'll have to give it a go. :)
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Great ! :D
Is there official incompatibilities with some games like Pokemon or are all games supposed to work (obviously some games don't work, but the question is are there games you are sure they don't work) ?
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Great ! :D
Is there official incompatibilities with some games like Pokemon or are all games supposed to work (obviously some games don't work, but the question is are there games you are sure they don't work) ?
I don't happen to have a list of non-working games, no. I generally only test the games that are popular or ones I'm interested in, so I guess it's up to the community to find those incompatible games. :P
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Figured I'd post the video I took over here, too:
Here's a video of me playing Pokemon:
The quality isn't that great, and I had to record in portrait mode, but it gets the idea across. Something I noticed, though which is evident if you watch the video the whole way through, is that it seems to slow down a bit.
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It's really good! I tried it with Pokemon. But the zoom isn't perfect, it is only sideways, and it doesn't save. Well, I thought I saved it... :(
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It's really good! I tried it with Pokemon. But the zoom isn't perfect, it is only sideways, and it doesn't save. Well, I thought I saved it... :(
It should be creating four appvars for the save file. (Just to make sure, you selected Save on the in-game menu before quitting?)
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Looking awesome!
BTW, stickied :)
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Out of curiosity, how well does TI-Boy handle low RAM/ROM situations, particularly with regard to save variables?
EDIT: Also, I feel like I've asked this before, but why do you only let us use 7 characters for names of games that need 4 appvars? Can't you just overwrite the last letter of the name when creating save variables?
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Well, I've tried saving it a couple times, and it creates appvars. But I'm not sure they're loading or something, because at the menu, all it says is "NEW GAME" and "OPTIONS"
It's really good! I tried it with Pokemon. But the zoom isn't perfect, it is only sideways, and it doesn't save. Well, I thought I saved it... :(
It should be creating four appvars for the save file. (Just to make sure, you selected Save on the in-game menu before quitting?)
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Figured I'd post the video I took over here, too:
Here's a video of me playing Pokemon:
The quality isn't that great, and I had to record in portrait mode, but it gets the idea across. Something I noticed, though which is evident if you watch the video the whole way through, is that it seems to slow down a bit.
Looks very good. The slowdown is due to the limited hardware actually, plus since it's 16-bit color processing, it's even slower than the monochrome calc version.
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No, I hit the same slowdown he hit. For some reason, the game runs a fair amount more slowly in Oak's lab than in other areas.
EDIT: Also, rw24 is absolutely correct. At least in Pokemon games, saving doesn't appear to work. In Pokemon Red, I'm positive I saved my game a couple of times before closing the emulator, checked that the appvars were there when going to start it up again, and lo and behold, no continue option. In Pokemon Silver, I got the continue option, but it told me the save was corrupted.
EDIT 2: Should I be getting garbage/data printed to the screen when I exit? For the past few times I've exited, I've gotten mostly white with some strips of random black and white pixels that looks like data, as well as some rows that look like the tree-like structure you get of sending the raw bytes 0-255 in a pattern to the screen.
EDIT 3: Is there any way that key polling could be improved? Quick key presses are often ignored.
EDIT 4: Feature request: saving emulator settings in an appvar. I know I can set the zoom mode, pick the palette, and set the frameskip on startup myself, but having it do those all automatically just seems a lot cleaner and nicer, especially if you get confused like I do about which palette or frame skip setting you actually decided on the last time you spent a minute or two carefully comparing them. And hopefully, there will be more cool features to come and their settings could go in there as well.
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Oh, weird. I wonder why this could happen? ???
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Yeah, I wasn't able to save in Pokemon Blue. In Zelda it did save, though.
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Hmm, I just started up the Pokemon Red app on my calculator and I got the same issue. Well, I guess I only lightly tested Pokemon, after all. :P I'll have to see if I can track down this problem.
Edit: Heh, I had to think outside the box to figure this one out. I was certain I got my saving code right, and I checked it and rechecked it... but it turns out the problem is actually in the code for loading from archived appvars (which doesn't affect 8KB save files because the appvar gets unarchived first), which was writing the save data to the wrong RAM pages. I'll try to push out a new version soon.
Edit 2: In response to Runer's earlier question, I mainly limited the app names because I didn't want people doing things like making two apps called PokemonR and PokemonB, which would happen to use the same save file names.
Edit 3: Here's a release of Alpha 0.0.02. This should fix the loading issue, and also, makeapp no longer gives warnings for app pages beginning with FFh.
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Holy crap that is epic O.O
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Edit 2: In response to Runer's earlier question, I mainly limited the app names because I didn't want people doing things like making two apps called PokemonR and PokemonB, which would happen to use the same save file names.
If the user specifies an 8-character name for a ROM that has a 32KB cartridge, just echo out a (appropriately flashy) warning mentioning this. I think the ability to have 8-character names if you're made aware of the issue greatly outweighs the likelihood of someone ignoring the warning message, making two apps with 32KB cartridges that differ only by the last letter, and sending them both to their calculator and trying to run them. And if they ignore the warning message and screw up their save, that's their own fault.
Also, if you do take up my suggestion to save emulator settings in an appvar and think this still could be an issue, you could block out the possibility of this occurring entirely by saving the application name with the emulator metadata. Then you can check that the appvars being loaded by TI-Boy correspond to the app of the correct name.
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Edit 2: In response to Runer's earlier question, I mainly limited the app names because I didn't want people doing things like making two apps called PokemonR and PokemonB, which would happen to use the same save file names.
If the user specifies an 8-character name for a ROM that has a 32KB cartridge, just echo out a (appropriately flashy) warning mentioning this. I think the ability to have 8-character names if you're made aware of the issue greatly outweighs the likelihood of someone ignoring the warning message, making two apps with 32KB cartridges that differ only by the last letter, and sending them both to their calculator and trying to run them.
Also, if you do take up my suggestion to save emulator settings in an appvar and think this still could be an issue, you could block out the possibility of this occurring entirely by saving the application name with the emulator metadata. Then you can check that the appvars being loaded by TI-Boy correspond to the app of the correct name.
Hmm, this also reminds me that I need to include a tool (or tools) to convert appvars to .sav files and vice versa.
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That, would be fantastic! :D
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Actually, I was going to name them PokemonB and PokemonR.
Hmm, I just started up the Pokemon Red app on my calculator and I got the same issue. Well, I guess I only lightly tested Pokemon, after all. :P I'll have to see if I can track down this problem.
Edit: Heh, I had to think outside the box to figure this one out. I was certain I got my saving code right, and I checked it and rechecked it... but it turns out the problem is actually in the code for loading from archived appvars (which doesn't affect 8KB save files because the appvar gets unarchived first), which was writing the save data to the wrong RAM pages. I'll try to push out a new version soon.
Edit 2: In response to Runer's earlier question, I mainly limited the app names because I didn't want people doing things like making two apps called PokemonR and PokemonB, which would happen to use the same save file names.
Edit 3: Here's a release of Alpha 0.0.02. This should fix the loading issue, and also, makeapp no longer gives warnings for app pages beginning with FFh.
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Please don't post links to applications containing copyrighted content.
I did download it though, and confirmed it won't send via TI-Connect. It also crashed TILP. Interesting.
Edit: I wonder if perhaps TILP doesn't support apps above 2MB. Maybe Rabbitsign doesn't, either.
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I had trouble sending Pokemon Silver, as well. But I pulled out the good old silverlink and sure enough it worked, although it took about half an hour.
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By the way, the error I'm getting with TI-Connect is "The I/O operation has aborted because of either a thread exit or an application request. (800703E3)"
Also, I heard the USB reconnection sound, which was kind of odd. I'll give it a try with silverlink.
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That's weird, because someone in the It's Coming topic said it worked...
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That's weird, because someone in the It's Coming topic said it worked...
If you're talking about Runer112, he was only able to send it with the SilverLink cable, and I was able to as well. Direct USB doesn't seem to work for anyone as far as I tell (seems like it might be some TI-OS bug).
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I never could send anything to my CSE via.USB, so it must be TI-Connect being shit again (I mean, not that it's surprising).
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I used direct USB with no problems. I sent Zelda and Pokemon.
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I used direct USB with no problems. I sent Zelda and Pokemon.
Oh sorry, I meant nobody could send Pokemon Silver specifically with Direct USB. It really depends on the APP. I can send most APPs over Direct USB.
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Oh, I see. I didn't know Gameboy Color was even supported!
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Oh, I see. I didn't know Gameboy Color was even supported!
Actually, only Gameboy Color games that are backwards compatible with the Gameboy are supported.
EDIT: Ninja'd
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Oh, I see. I didn't know Gameboy Color was even supported!
It's not. Pokemon Silver can run on the original Game Boy.
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lol.
right now im playing pokemon red and final fantasy ledgends.
any ideas on possibly speeding it up a little/
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Oh, I see. I didn't know Gameboy Color was even supported!
It's not. Pokemon Silver can run on the original Game Boy.
Haha, oh. Apparently I just don't know anything :P
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any ideas on possibly speeding it up a little/
Calc84maniac is obviously doing whatever he can.
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Considering it's calc84maniac we are talking about here, it is hard to imagine how much better it could be done. :P (well, he might find ideas, but he's inevitably close to the hardware limits right now)
Btw I tried Metroid 2 and it looks amazing O.O. The emulator is quite amazing really, even if not at full speed. The game was quite playable actually at max frameskip.
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ah...
well, I salute calc84maniac for making this possible... ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
new avenues have opened up for me at school; BRAGGING RIGHTS! :evillaugh:
now you nspire users, i dare you to say my calc is pathetic!
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Tell them to try running a Game Boy emulator under OS 3.2.4 or higher :P
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ah...
well, I salute calc84maniac for making this possible... ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
new avenues have opened up for me at school; BRAGGING RIGHTS! :evillaugh:
now you nspire users, i dare you to say my calc is pathetic!
^this is awesome
but yeah calc84maniac, you are simply awesome for making this
i'm certainly buying a CSE now (after i've bought a new phone and a new 3x3x3 rubiks cube, oh and btw, you need money for buying things (money ruins everything))
also nested parenthesis FTW
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I think I found a possible way to increase speed, but i cant do it. what if we tried to remove the sound element from the game?
like what if they came out with another ti boy that has no sound, and then keep this current one?
Sad to say, but i am not that advanced in programing skills to edit a windows application.
I still "suck" ._.
oh well i am a beginning dragon-programmer after all.... ._.
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I have a nice game. If you guess why the readme is called "readme", you win.
:P
More seriously though, TI Boy CSE doesn't have sound.
Q. TI-Boy SE had audio output, didn't it? What happened to that?
A. My optimized graphics code doesn't play nicely with the audio, so it had to go. It may make a comeback, but no promises.
It's written on the first post too.
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@dreamdragon: As hayleia said, the current version doesn't have sound. Any sound data the games have is completely ignored, so there is no slowdown.
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Yeah I was wondering if it was actually processed too despite not being played, so I'm glad it isn't.
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ah...
well, I salute calc84maniac for making this possible... ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
new avenues have opened up for me at school; BRAGGING RIGHTS! :evillaugh:
now you nspire users, i dare you to say my calc is pathetic!
Your calc is pathetic (you dared me).
/me runs.
Anyways, I wish I had a CSE to try this on. Looks really awesome. Too bad Wabbit generated roms don't work. <_< :P
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Well, here's the update you've been waiting for! In TI-Boy CSE Alpha 0.0.03, pressing the '+' button will actually scale the image up to the entire screen! (Keep in mind, of course, that this comes with a bit of performance loss due to more pixel outputs per frame.)
On a side note, I switched from RLE to LZ77 for compressing the splash screen, saving over 1KB of space within the emulator (giving me room to expand).
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Oh wow that is just too cool O.O
Btw a bug report: Since this new version, enemy sprites sometimes flicker in Metroid II.
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ah...
well, I salute calc84maniac for making this possible... ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
new avenues have opened up for me at school; BRAGGING RIGHTS! :evillaugh:
now you nspire users, i dare you to say my calc is pathetic!
Your calc is pathetic (you dared me).
/me runs.
Anyways, I wish I had a CSE to try this on. Looks really awesome. Too bad Wabbit generated roms don't work. <_< :P
you dare to ignite the rage of a dragon?
anyway, i kbnow you want your name on the prgm, but what if we got rid of the splash screen altogether?
would it be a little faster?
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Oh wow that is just too cool O.O
Btw a bug report: Since this new version, enemy sprites sometimes flicker in Metroid II.
Yeah, I noticed this as well. That's actually a very old glitch that has something to do with timing... I'm not sure why it's showing up again.
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You know, I think it would be cool if you made a program (for DCSE8, of course) that could recognize the splash screen or something, and you could browse the ones you have in the apps section.
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You know, I think it would be cool if you made a program (for DCSE8, of course) that could recognize the splash screen or something, and you could browse the ones you have in the apps section.
Seems more appropriate for KermMartian to add the ability for DoorsCS to list and launch applications, rather than for application designers to have to create dummy wrapper programs. I've pestered him with this feature request slightly, but so far to no avail.
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Bug report
Game: Pokemon Red
TI-Boy version: 0.0.03
Replication steps follow
1) Start a new game.
2) Name yourself the default name RED and your rival the default name BLUE.
3) When you are in Oak's lab, try to leave before choosing your starter.
4) When Oak calls you back, the sprites for Oak and RED dissapear while BLUE still occasionally moves around as if the game is still running.
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You know, I think it would be cool if you made a program (for DCSE8, of course) that could recognize the splash screen or something, and you could browse the ones you have in the apps section.
Seems more appropriate for KermMartian to add the ability for DoorsCS to list and launch applications, rather than for application designers to have to create dummy wrapper programs. I've pestered him with this feature request slightly, but so far to no avail.
I have too...
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Yeah it would be nice to run apps from DCSE8. Of course, the APPS menu is often less cluttered than the PRGM menu and it's easier to run stuff there, but having them show up in DCSE menu too would be nice, because you could run everything from one single place. The only problem is that exiting APPS would probably not return to DCSE.
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So, Game Boy Advance Games Work, However Not Game Boy Color Games?
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This emulator only emulates original Game Boy games, as in the original 4-color grayscale ones (although they can be colorized with fixed palettes).
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So I can't use GBA ROMS or GBC ROMS, so I have to use GB ROMS? I Can't find any :banghead:
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Well, google is your friend, and there are only like a bajillion GB ROMS out there. I'm sure you can find the if you look. ;)
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A hint for a site: A paradise for emulator fans.... (dump that sentence in google. Can't link the web site directly b/c legal issues)
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Bug report: In pokemon gold, switching between the Pokegear map and time makes a random day of the week appear.
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Bug report: In pokemon gold, switching between the Pokegear map and time makes a random day of the week appear.
Yeah, actually, I don't support the RTC hardware that is present in some cartridges. That may not even be possible with the current emulation setup. I guess that was never seen as an issue before because these games were too large to fit on a TI-84+SE :P
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The game is still playable though, so it shouldn't really hinder anything. Playing it on the NDS on an emu has the same result.
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I can't even get Pokemon Gold or Silver to send. And calc84maniac, would you consider making a DoorsCSE icon that when you open it up, it would show all you TI- Boy CSE games? (And one for Steins;8.) Sort of like AssemblyBandits icons for his games.
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I can't even get Pokemon Gold or Silver to send. And calc84maniac, would you consider making a DoorsCSE icon that when you open it up, it would show all you TI- Boy CSE games? (And one for Steins;8.) Sort of like AssemblyBandits icons for his games.
I'm still of the camp that this is something that should be implemented on DoorsCS's end (the ability to display and run applications, that is). Having an individual launcher program for every application is silly. And I've actually given KermMartian all the information he said he was missing to be able to add this feature, so bug him about actually adding it. :P
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Ok, I shall.
Edit: Done.
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I agree. It would be nice if DCSE could run everything from 1 place including apps.
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I have a bug to report. I'm not sure if it happens with all Japanese ROMs, but I tried emulating Pocket Monsters (All 3 of them), and every time, when I got to the name select screen, the up arrow didn't do anything. Then, when you start in your house, the character is constantly moving upwards, even when you don't press anything, and the L+R arrows don't work. The strange thing is, North American Pokemon works fine, and I tried a different Japanese game (Ultraman Ball), and it worked as well. Is there something about the Japanese games that causes them to glitch out? It isn't the ROMs themselves, because they work perfect in VBA and other emulators on the PC.
On an unrelated note, do you ever plan on adding GBC support, or would the performance cost be too high? I would love to play something like that Resident Evil port.
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On an unrelated note, do you ever plan on adding GBC support, or would the performance cost be too high? I would love to play something like that Resident Evil port.
The implementation difficulty and performance issues render it essentially impossible. As it is, the regular GB, which has a CPU at half the speed of the GBC and a RAM configuration that allows for a relatively straightforward one-to-one mapping, is emulated maybe at about 2/3 speed at best on most games, and this is with generous frameskip (skipping 75-90% of frames).
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@runer: Okay, I guess i'll just have to play GameBoy Color games on a real-life GameBoy Color :P
On the subject of bugs and TI-Connect being inadequate:
By the way, the error I'm getting with TI-Connect is "The I/O operation has aborted because of either a thread exit or an application request. (800703E3)"
Also, I heard the USB reconnection sound, which was kind of odd. I'll give it a try with silverlink.
I had this same problem when sending Pokemon Yellow (Japanese and North American versions). It gets about 3/4 of the way through, then makes that noise and shows that error. I don't own a Silverlink, only direct USB. I know for a fact that the calc has enough Flash ROM left for the app. I tried with TiLP, but it wouldn't recognize the calc.
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I have a bug to report. I'm not sure if it happens with all Japanese ROMs, but I tried emulating Pocket Monsters (All 3 of them), and every time, when I got to the name select screen, the up arrow didn't do anything. Then, when you start in your house, the character is constantly moving upwards, even when you don't press anything, and the L+R arrows don't work. The strange thing is, North American Pokemon works fine, and I tried a different Japanese game (Ultraman Ball), and it worked as well. Is there something about the Japanese games that causes them to glitch out? It isn't the ROMs themselves, because they work perfect in VBA and other emulators on the PC.
That's pretty strange. The gameboy hardware is region free, so the fact that they are japanese games shouldn't affect anything. Maybe the Japanese roms handle keypresses differently? IE perhaps there is another way to poll for keypresses and TI-Boy doesn't currently support it.
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Yeah, I had that with Pokemon Yellow, too.
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I looked into the keypad problem and it appears that there was a significant amount of reprogramming between the '95 and '98 releases. I wasn't even aware that there was more than one way to scan a GameBoy keypad :P . Would this be a common enough problem to change TI-Boy's keypad code, or is this just too specialized a situation?
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Could someone tell me why my app won't transfer properly? It always gives me an error saying that the command isn't recognised whenever I'm transferring.
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Which app?
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Gold. I'm sure it has enough space judging by the other replies, but it stops halfway through and gives me that error.
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Use a silverlink. I had to borrow one from one of my friends to send Pokemon Gold.
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I personally had less troubles sending stuff using a direct USB cable, but with Silverlink it usually worked fine too (although sometimes slower and didn't detect the calc randomly). The only time I had problems transferring apps larger than 300 KB was when I used a black serial cable.
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Actually the SilverLink works a lot better with Tilp for me. Except for sending OS's. For that I need to use DirectUSB or TI Connect.
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Silverlink is the one using the I/O port right?
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The silverlink is one of the cables that uses the I/O port. It has USB on the other end. The other method that uses the I/O port is the old graph link, but most people don't use that anymore. It plugged into the parallel port for communication.
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The silverlink is one of the cables that uses the I/O port. It has USB on the other end. The other method that uses the I/O port is the old graph link, but most people don't use that anymore. It plugged into the parallel port for communication.
Or serial. Mine was a serial cable since it had 9 pins. I think there are serial cables with much more pins, though.
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DJ nope. RS232 is 9 pins. Cables with a similar looking connector and more pins are either VGA (15 pins) or parallel.
And IIRC the parallel cable was a homebrew cable.
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Oh ok I was sure there were bigger ones.
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DJ nope. RS232 is 9 pins. Cables with a similar looking connector and more pins are either VGA (15 pins) or parallel.
And IIRC the parallel cable was a homebrew cable.
Serial ports come with various numbers of pins. I think the original design was 25 pins.
The graphlink I had was an old gray one and required a 25(i think) to 9 pin adapter. I thought the graphlink was a parallel cable, but thinking back it was probably a serial cable. I'm almost certain.
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Parallel ports are just plain gpio. Many bitbang serial protocols on it.
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Works awesome so far i have tested:
Worms - works well and is playable
Pokemon Red - Runs magnificently
NBA Jam - Works well but is a bit too slow to play
Final Fantasy 3 - intro into game+dialog works then freezes
Mortal Kombat - Freezes during startup brand logos
All in all a fantastic effort and the scaling+colour switching is great, i will try to get more information on the ones that freeze.
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I know. Mario is a little slow, though.
A little... um... well...
But, hey, in Pokemon Blue (my little brother plays Red) the frame skips don't even matter, it runs like full speed (is it just me, or are the number buttons for frame skip?)
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Yeah if it didn't change on the CSE (no reason why it would) then numbers set the frameskip.
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I don't know anybody else with a CSE, so I can't find this out by myself:
For games like pokemon, will multiplayer work with cables (calc to calc)?
(this would be used for the right half of the PokeCenter's)
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No multiplayer linking to date.
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I wish, though.
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Why haven't I installed this on my calculator yet? I should do that today!
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I think I have it since day one, although I didn't use it much lately due to working on and off on Reuben stuff :P
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I've had it since day one. It's called Pokemon. I remember when it didn't save! :P
Oh, and will this have a public release anytime soon?
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When I make an app of Pokemon Silver, the app tool says "Generated a 2113536 byte app."
But the computer says it's 4969 KB. 2113536 bytes is 2064 KB. Why is the computer showing such a large number?
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Applications on the computer are stored in a format that inflates the data by about 2.4 times the size. The actual application, when sent to the calculator, will be smaller.
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Ah, ok.
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Is there any way to run this at full speed? I got the color edition over the normal edition thinking that it would be better for games. I don't really care about the graphics, so is there a way to utilize the lower resolution count that comes on the SE instead of the resolution that comes on the CSE. I'm specifically using this for Pokemon Red. Thanks!
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The code used to make this run as fast as it does is already ridiculously optimized, beyond what just about everyone besides calc84maniac could produce. Although he has been looking into overhauling the core with a new method of emulation, no positive results have come from it yet. For now, I'd say the code is as fast as (or even faster than) one could reasonably hope for.
The only way to make the emulator run faster currently is to diminish the graphics rendering load. This can be done in two ways: rendering at the native resolution with no upscaling by pressing the - key, or setting a higher frameskip by pressing a higher number key; the number represents the number of frames to skip per frame to render.
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By the way, the error I'm getting with TI-Connect is "The I/O operation has aborted because of either a thread exit or an application request. (800703E3)"
Also, I heard the USB reconnection sound, which was kind of odd. I'll give it a try with silverlink.
I tried sending Pokemon Silver to my TI-84+CSE several times with my black USB cable, and noticed that the moment it does the disconnect thing, the calculator says "validating" as if the download was complete and that is when the calculator disconnects itself, even for me making my computer say that the USB port has stopped working. Hope this might give you a hint at fixing that, cause I don't have a silver link and don't want to have to get one just for this purpose, as they are like 20 dollars. :P And also great job, I'm loving the other games I am able to play with the emulator!
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Could you make it possible to use the pokemon cable club with the normal TI calculator connection cable? Is this already possible? I imagine not.
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I want to play Gameboy games on my ti 84 +cse but I don't know where to download the ti boy. Any suggestions? :/ :banghead:
I ALSO WANT TO KNOW IF THERE IS ANY OTHER GAMES THAT IS FOR THE TI 84 + CSE :w00t:
Edit (Eeems): Merged double post
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Hi and welcome to the forums. In the future, we encourage you to use the Modify button above your post instead of double-posting and avoid using all-caps to make it easier to read the topic. And for off-topic questions it's generally best to start a new topic in the right forum section anyway. :) You can find the latest version of TI-Boy CSE in the first post of this topic, on page 1. For more CSE games, check out those download sections:
http://www.omnimaga.org/files/User-Contributed-Calculator-Games-amp-Development-Tools/TI-84-Plus-C-Color-Edition/
http://www.omnimaga.org/files/Our-TI-PC-Products-Music-and-Calculator-Videos/Our-TI-84-Plus-C-Color-Edition-games/
http://www.ticalc.org/pub/84pluscse/
http://www.cemetech.net/programs/index.php?mode=folder&path=/84pcse/
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I have a problem. I just installed Pokemon Red on my TI 84P CSE. But i cant start it. And now i cant remove it either. It sais "Variable cannot be moved either to or from Archive." It doesn't connect to TI-Connect either. I really needd it fixed and don't know how to.
EDIT: So now it does connect to TI-Connect. Sadly i dont have a Backup.
EDIT2: What have i learnt today. DOnt add soth to a rorum until you are totally sure you cant fix it yourself. Thats what i just dis using Ti-Connect. Sorry for this forum spam post now.
So you know sths wron with PKMN Red btw.
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Ah, good to hear you can connect your calc. Did it fix itself or did you have to do something?
EDIT: Saw your edit. It's perfectly fine to post a question about something that doesn't work :) even when you figure it out yourself minutes later.
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The connection issue solved itself a few minutes later. And the i just used the software in TI-Connect to remove the app. One step closer to learning the calc.
I also managed to download Pokemon Blue and Link's Awakening later that day. Sweden time.
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Does anyone else know how to get pokemon yellow working? I'm having lots of issues as it keeps on disconnecting and reconnecting 3/4 of the way done in the file transfer process. My TI-84+C SE has sufficient RAM so I have no idea why it doesn't work. I also don't want to pay just for a new silverlink cable. I've reset my RAM, software, everything. I am using TI-Boy CSE by the way.
EDIT: I got Tetris working! But still got nothing with yellow.
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Figured I'd post the video I took over here, too:
Here's a video of me playing Pokemon:
The quality isn't that great, and I had to record in portrait mode, but it gets the idea across. Something I noticed, though which is evident if you watch the video the whole way through, is that it seems to slow down a bit.
Got pokemon red but I move pretty slow. Is this because of my Rom file or ram being too low?
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It's likely because the calculator itself is slow. It has nothing to do with the Rom.
*edit* You might want to look at the readme. IIRC, there are options for frame skip.
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It will run slower due to emulation running slower then it actually would on a gameboy. It will be especially slow on a CSE due to the display drivers being rather slow for the colour screen. That is a hardware limitation that frame skipping will help, but it wont be perfect.
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Generally, at max frame skip and half resolution I don't have much speed issues. I usually prefer a frame skip of 3 or 4 for a good balance in speed and frame rate, though, and I notice that most of the time, making the game full screen doesn't impact speed all that much.
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Is this still being worked on? Or is the project done?
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This is it's home. I'd expect a release here before Ticalc, but Ticalc would probably follow shortly after. Not sure why that matters though. ???
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It's awesome! The only thing that I have to say about it is that when I launched a GBC game on my calculator, it didn't even show the start screen for the game! ??? :banghead: Just putting this out there for things to fix. I get it, it's new, and it's awesome! :thumbsup:I just have to say that because it frustrates me, and I'm probably not the only one here who wants that fixed. Just saying! :3 (If you didn't notice, I love emoticons :w00t: :angel:)
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If you'd actually read the very first post in this thread, it clearly states:
Let's start this off with a release of TI-Boy CSE Alpha 0.0.01! For the uninitiated, this is a Game Boy emulator for the TI-84+ C Silver Edition (Game Boy Color is not supported).
It is also mentioned in the readme file included with the download. This emulator is for Gameboy only, not Gameboy Color.
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Sorry to revive a seemingly-dead thread, but this needs to get updated for 4.2. It doesn't run on Wabbit, and my actual calculator is on 4.2. Or is it that the ROM I tried (Pokemon Yellow) was strangely a .GBC file? I'll try Blue. Thanks guys.
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Hello everyone,
Is this still in development for the TI - 84 Plus CE? It would be awesome to see it ported onto this calculator.
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Hello everybody! I've been using this generator for quite a while now and I'm quite pleased with it. Despite this, there's all the issues. XD They're by no means "game-breaking" and many of them have already been addressed. Speaking as a total ignorant to how the TI-84 and co. work but having read the forums, my questions are as follows:
-Is the code available publicly for this? ( I seem to vaguely recall downloading the program from a Github, but maybe I imagined it? )
-Why can't the TI-84's regular clock-keeping be used for the RTC emulation? If it can, how long would that take to implement?
-( Vain pleas and hopes of GBC support through some miracle of programming.)
-Besides frameskip and scaling, there are no optimizations a user can do for speed?
-Is it stupid to ask for a battery bar that renders over the gamescreen? ( Of all the things I asked, this seems like the most dumb. )
-Why are the graphical drivers so sluggish for the colour screen as many have pointed out? Could they be replaced?
-I've read in the original project thread that calc-to-calc communication wasn't doable because of inconsistent timing. Is this still the case?
-The sound isn't supported, does that mean the app directly skips those byte-codes? If not, why not?
Beyond that, thank you all for your hard work and for the fruits thereof. I have enjoyed them ever since I acquired my CSE. :) I'd like to help, but realistically I don't think I can. At very least I'd like to snoop into the inner workings of this program. Also... there's some things that you should possibly look into with hardware modding a CSE. It is apparently possible to overclock them if you have divine skill. Would that be enough to bring about GBC support or is there more to it than mere processor power?
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-Why are the graphical drivers so sluggish for the colour screen as many have pointed out? Could they be replaced?
When we speak of "driver" in this context, we're really talking about the combination of hardware and firmware that sits somewhere between the calculator's CPU and the actual glass. More information about the screen found in the TI-84+CSE is found here (http://www.datasheet-pdf.com/datasheet-html/I/L/I/ILI9335_ILITECHNOLOGY.pdf.html) . Replacing that sort of thing is out of the question. It's generally assumed that all our programs use custom software designed to interact as directly as possible with the screen. The LCD is just much too slow to do it any other way.
Or rather, it's not that the LCD itself is slow. It's actually quite fast (as there's no need to delay between in/out), but the problem stems from three facts:
(1) The screen is a 16-bit device while the calc's CPU is 8-bit, so any and all communications require two separate read/write cycles.
(2) Every pixel must be addressed individually in each write, as opposed to groups of 8 per write in the context of monochrome.
(3) Related to the first two, there's no hardware acceleration of any type, including memory-mapping, which is often taken for granted.
Trying to update just the screen area required for the Game Boy screen alone requires 1/29th of the total CPU's time, and that's not even considering any logic whatsoever, not even any actual update logic. It's the single greatest bottleneck on the TI-84+CSE with respect to writing any decent program, and everything has to be coded around it.
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Oh. You'd think that they would've had some sort of relay device that expedites the screen drawing considering the disparity there. I personally figured there was a draw buffer that was accessed by bankswitching then pushed to the screen. I'm not an engineer yet, so I don't even know if that'd be the most efficient. That's too bad though, I'd hoped the problem was software side. To me it seems odd to run a 16-bit device with an 8-bit processor though.
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Oh. You'd think that they would've had some sort of relay device that expedites the screen drawing considering the disparity there. I personally figured there was a draw buffer that was accessed by bankswitching then pushed to the screen. I'm not an engineer yet, so I don't even know if that'd be the most efficient. That's too bad though, I'd hoped the problem was software side. To me it seems odd to run a 16-bit device with an 8-bit processor though.
Apart from the CE, no calculator of the TI-84+ line or lower has had memory mapping, which is pretty much what you just described. And even then, the rest of the hardware is simply ancient. There's only so much you can do with a 15MHz processor where even the fastest instruction requires 4 clock cycles to complete, and to trying to drive 75K 16-bit color pixels with that is just not going to work very well, even with memory-mapping.
And why 16-bit? TI wanted a color calculator to deal with some (https://en.wikipedia.org/wiki/HP_Prime) of their competition (http://www.techpoweredmath.com/casio-prizm-fx-cg10-review/), and that's what they could come up with without radically changing the basics of how the calculator is programmed (since their OS still has to run with little modification).
Even though you don't need a supercomputer to do basic addition and multiplication, you still need some minimum specs to make the whole thing work. From what I understood, too many people complained about the CSE's slowness, and so TI responded some time later by releasing the CE, which ran significantly faster due to its use of an ez80 processor with having memory-mapped (almost) everything.
Do remember that these devices were never meant to be used to play games, and so were never built with that capability in mind. The fact that it's possible at all is a testament to the programming community as a whole. I find it nothing short of a miracle that TI-Boy will run with any kind of speed on the CSE.
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I don't have the SCE, so I practically ignored this thread, but I might get be getting a CE soon, so I was thinking, would a CE port be possible?
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Well, yea. I think we will have one eventually. As to when, hard to say.
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It would require calc84maniac or whoever else has the source getting a CE and taking the time to port it. I'd love to take a stab at it, but I've got another project I'm porting atm.
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Bug report: Most rom patches don't work, like Pokemon Brown. They function correctly, but it takes forever to load.
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Bug report: Most rom patches don't work, like Pokemon Brown. They function correctly, but it takes forever to load.
So they don't work or they take forever to load?
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Like, the screen goes black and I left my calculator on for 3 days and it never loaded the battle screen.
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I'm new to this entire forum and was planning on downloading Pokemon Silver to my TI-84 plus C Silver Edition but when I opened TI Connect to try to add the Emulator (I had the ROM file directory and such inputed TI Connect insisted that the file was an "Incompatible Type". Am I missing something obvious/simple?
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I'm new to this entire forum and was planning on downloading Pokemon Silver to my TI-84 plus C Silver Edition but when I opened TI Connect to try to add the Emulator (I had the ROM file directory and such inputed TI Connect insisted that the file was an "Incompatible Type". Am I missing something obvious/simple?
You cannot simply copy over the ROM to the calculator, you will need to convert it to a calculator-compatible format with the tools provided in the download of TI-Boy CSE
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I'm new to this entire forum and was planning on downloading Pokemon Silver to my TI-84 plus C Silver Edition but when I opened TI Connect to try to add the Emulator (I had the ROM file directory and such inputed TI Connect insisted that the file was an "Incompatible Type". Am I missing something obvious/simple?
You cannot simply copy over the ROM to the calculator, you will need to convert it to a calculator-compatible format with the tools provided in the download of TI-Boy CSE
^This. It's probably in the readme file. Highly recommended reading. ;)
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Is there any potential of this ruining the calculator?
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Which ROM did you guys use? I tried different GBA and GBC ROMS from different websites, and every single one doesn't work can someone suggest a ROM website to use? Many thanks :mad: :w00t: :thumbsup:
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Which ROM did you guys use? I tried different GBA and GBC ROMS from different websites, and every single one doesn't work can someone suggest a ROM website to use? Many thanks :mad: :w00t: :thumbsup:
As the first post and the readme both mention, this emulator supports only original Game Boy games. Game Boy Color and Game Boy Advance games are not supported (and due to significantly higher emulation requirements and the fact that this project and calculator model is mostly dead, likely never will be).
A suggestion of a my two favorite original Game Boy games that should work: Pokemon Red/Blue (maybe Yellow?) and Link's Awakening (not DX).
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@Runer112 thx so much i didn't realize I downloaded gba games :banghead:
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Uh-Oh...
Alright, so I got the RAM part, it successfully converted from a .gb file to a .8ck file. Gr8. When I try to send it, it's apparently incompatible. Any suggestions? :banghead: :crazy: ???
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Your calculator is an 84+CSE, not an 84+CE, right...?
If not, I'm afraid to say you've come all this way for nothing, as this emulator is for the 84+CSE only. Blame TI for the very confusingly similar model names.
On the plus side, the 84+CE has significantly more powerful hardware than the 84+CSE (still paltry by modern mobile device standards) and it has some pretty decent games already. No Game Boy emulator (yet?), but you may want to check out the list on ticalc.org (http://www.ticalc.org/pub/84plusce/asm/games/).
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Can anyone link me to some instructions or tell me how to still the emulator and add games? Thanks
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Can anyone link me to some instructions or tell me how to still the emulator and add games? Thanks
There is a readme included in the download that includes instructions for it's usage.