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Omnimaga => Completed => Our Projects => TI-Boy SE - Game Boy Emulator For TI-83+SE/84 => Topic started by: calc84maniac on March 14, 2012, 04:08:38 pm

Title: Official TI-Boy SE Beta Thread
Post by: calc84maniac on March 14, 2012, 04:08:38 pm
List of current releases from newest to oldest:
Beta 0.2.04 (http://ourl.ca/15532/376280) (Ticalc.org Release (http://www.ticalc.org/archives/files/fileinfo/419/41990.html))
Beta 0.2.03 (http://ourl.ca/15532/294753)
Beta 0.2.02 (http://ourl.ca/15532/293583)
Beta 0.2.01 (http://ourl.ca/15532/291394)
Beta 0.2.00 (http://ourl.ca/10477/257591)
Beta 0.1.07 (http://ourl.ca/10477/233476)
Beta 0.1.06 (http://ourl.ca/10477/233290)
Beta 0.1.05 (http://ourl.ca/10477/214755)
Beta 0.1.04 (http://ourl.ca/10477/211193)
Beta 0.1.03 (http://ourl.ca/10477/205276)
Beta 0.1.02 (http://ourl.ca/10477/201392)
Beta 0.1.01 (http://ourl.ca/10477/201138)
Beta 0.1.00 (http://ourl.ca/10477/199827)

I decided to continue my releases in a topic in the TI-Boy section because I feel like the topic in the News section is too hard to find. I'll post a link to this thread at the beginning and end of the news thread and then lock it.

So, here is Beta 0.2.01! I fixed the Super Mario Land freezing glitch (which was caused by the timers being emulated too quickly relative to the CPU speed) and fixed more games that use the STAT register.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Xeda112358 on March 14, 2012, 04:26:49 pm
First download O.O Awesome job, calc :)
Title: Re: Official TI-Boy SE Beta Thread
Post by: nxtboy III on March 14, 2012, 06:38:02 pm
So is this one only for older ti-84's?

EDIT: Level 7, Elite!! 500 posts! :w00t:
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on March 14, 2012, 06:51:17 pm
The Beta version works on all TI-84+ models, except for games that require 32KB cartridge-RAM (such as the Pokemon games)
Title: Re: Official TI-Boy SE Beta Thread
Post by: nxtboy III on March 14, 2012, 06:55:09 pm
Oh, cool! :D

If only I had an SE... I could play Super Mario Land 2
Title: Re: Official TI-Boy SE Beta Thread
Post by: Darksider on March 14, 2012, 07:15:03 pm
Oh, cool! :D

If only I had an SE... I could play Super Mario Land 2
Is Super Mario Land 2 too big for the regular TI-84+? Or is it one of the games that require more RAM?

Also, is there an easy way to tell if a game will require more RAM than is possible on the newer TI-84s before I just go ahead and start testing games?

Last, thanks for an awesome update to this emulator :D
Title: Re: Official TI-Boy SE Beta Thread
Post by: nxtboy III on March 14, 2012, 07:19:30 pm
Also, is there an easy way to tell if a game will require more RAM than is possible on the newer TI-84s before I just go ahead and start testing games?
Yeah, I'm pretty sure it says so in the game converter program (the makeapp). :)
Title: Re: Official TI-Boy SE Beta Thread
Post by: Darksider on March 14, 2012, 07:27:48 pm
Also, is there an easy way to tell if a game will require more RAM than is possible on the newer TI-84s before I just go ahead and start testing games?
Yeah, I'm pretty sure it says so in the game converter program (the makeapp). :)
Cool. Thanks.
Title: Re: Official TI-Boy SE Beta Thread
Post by: nxtboy III on March 14, 2012, 09:08:31 pm
Cool. Thanks.

No problem. :)
Title: Re: Official TI-Boy SE Beta Thread
Post by: uiblis on March 15, 2012, 10:31:24 pm
Updates! Awesome!  ;D

I also found a glitch.

In Pokemon Red, certain moves caused the game to loop things. Not freeze up, but repeat something over and over. Some attacks have an effect on the screen where it makes the screen flash or shake or become wavy and whatnot, and when performing certain moves, the shaking effect repeats forever, and it is impossible to continue without quitting by pressing ON. The moves "Night Shade" and "Psychic" have this effect. (might be more, I haven't tested everything) "Psychic" in particular is making the game almost unplayable since it such a common move, and I have to quit and restart and hope that trainer doesn't use psychic.

In beta 2.00, these moves caused the screen shaking effect continually

In beta 2.01, psychic no longer loops at the "shaking" effect but now loops when the screen has a "wavy" effect.

Any ideas as to what's causing this?
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on March 15, 2012, 11:06:22 pm
I suppose it might be caused by a false positive in the waitloop detection method. In beta 2.01 I removed one false positive (which might be why the shaking effect is fixed), but maybe there are more that I need to detect.
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on March 23, 2012, 01:13:23 am
Thanks to Runer112's provided Pokemon save file with Mewtwo, I've solved this issue. I decided to stop handling the STAT register hackily and finally implement it properly. Now it changes state thrice per scanline as it should, rather than once per scanline. I had to increase the interrupt rate to accomplish this: 2/3 of these interrupts *only* change the STAT register and then return to execution as quickly as possible, and the other 1/3 handle all the rest of the hardware as usual. Since this is a fairly significant game changer (pardon the pun), I should probably do more testing before I release the next version.
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on March 23, 2012, 09:42:03 am
I didn't realize there were that many betas! O.O All I have tried was the first one you posted in that news article months ago.

I will probably try to give the latest version a try when I have some chance. Glad to see this is still alive and getting new updates by the way. :)
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on March 25, 2012, 08:35:33 pm
Okay, I'm fairly convinced now that this change didn't break stuff or kill performance, so here you go. The STAT register is implemented the correct way now, so Pokemon animations and various other things don't break.
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on March 25, 2012, 08:38:19 pm
Does that includes Super Mario Land too? Because that seems to be one hell of an hard game to emulate lol.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Spenceboy98 on March 26, 2012, 05:48:37 pm
After I finish playing a TI-Boy game, I try to use one of my programs, and my calculator resets. You should fix that in the next version.
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on March 26, 2012, 05:50:58 pm
Could I get some more details, please?
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on March 26, 2012, 05:57:18 pm
Could I get some more details, please?
Basically, TI-Boy SE crashed (or caused something else to crash?).
Title: Re: Official TI-Boy SE Beta Thread
Post by: Spenceboy98 on March 26, 2012, 05:59:22 pm
Well, after I click one of my programs(after I play the TI-Boy game), it pauses, then it turns off. I press the on button and it says RAM Clear.
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on March 26, 2012, 06:01:55 pm
Did you try clearing your RAM then running TI-Boy SE then one of the program to see if the problem still occurs? If it does, then it might be due to a Doors CS issue (although if in MirageOS or Noshell the issue don't happen, then it might be something in TI-Boy SE that breaks shells)
Title: Re: Official TI-Boy SE Beta Thread
Post by: Spenceboy98 on March 26, 2012, 06:07:17 pm
Yup. It's Doors. I'll have to tell Kerm about that one.
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on March 26, 2012, 06:07:39 pm
What program did you run? Does this happen every time?
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on March 26, 2012, 06:08:12 pm
Hopefully it is not something that both apps are forced to use to not impact speed/size, though, else there are chances that nothing can be done about it. X.x
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on March 31, 2012, 07:48:52 pm
Great news! Pokemon Red/Blue/Yellow now works on all TI-84+SE calculators!

But calc84, you said that it was impossible, and it would never happen.

Well, that's because I assumed that Pokemon actually used all of the RAM in its 32KB cartridge. In reality, it only uses 16KB. Thus, it can just barely be emulated in 48KB RAM.

YAY GIMME GIMME GIMME

Okay! Here's Beta 0.2.03.

Also, for you 128KB RAM users, the Pokemon save appvars will only take 16KB of space now. You can delete appvars #3 and #4 if you want.

Edit: Fixed a stupid RAM permissions bug that came up because Wabbit didn't emulate permissions properly. It would crash upon exit on a real calc.

MOD: A member complained about the zip file throwing a virus warning. We have looked into it they are definitely false positives based off how he makes the application that you copy to your calculator. Please ignore it.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Yeong on March 31, 2012, 10:39:54 pm
this is indeed the great news :D
Title: Re: Official TI-Boy SE Beta Thread
Post by: Xeda112358 on March 31, 2012, 11:42:04 pm
It works on my calc. Awesome o.o
My SE has 48KB, and it really works :3
In Wabbit, I have issues, though...
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on April 01, 2012, 12:06:08 am
I found a glitch with RAM permissions that didn't crash properly on wabbitemu, so everybody please redownload if you've downloaded already. And Xeda, I guess that version of Wabbit doesn't like me executing on RAM page 0 or something?
Title: Re: Official TI-Boy SE Beta Thread
Post by: Hayleia on April 01, 2012, 02:15:51 am
:D Pokemon Yellow
I'll download this as soon as I get on the right PC
(also, this doesn't work with Pokemon Cristal, right ?)

edit: Now I managed to fill the memory of my 84+SE :P
Title: Re: Official TI-Boy SE Beta Thread
Post by: Yeong on April 03, 2012, 07:24:35 pm
wow pokemon works greatly. :D
Now if I could somehow toggle between 2-channel and 4 channel sound. D:
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on April 04, 2012, 12:15:02 am
Oh wait I forgot Pokémon stopped working on newer calcs even in the new TI-Boy SE. I'm glad this is fixed. :)

I'll no longer have to use my 83+SE (with battery issues) if I want to play Pokémon. :P
Title: Re: Official TI-Boy SE Beta Thread
Post by: Sorunome on July 12, 2012, 06:32:37 am
Just tried it with super mario land on a normal ti 84+ (without extra ram) and it is working awesome IMO!
Just greyscale isn't too perfect, lol
Title: Re: Official TI-Boy SE Beta Thread
Post by: Grafic on September 27, 2012, 01:55:53 pm
This may sound as a stupid question, but how do I install it?
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on September 27, 2012, 02:26:06 pm
Drag your ROM onto the included makeapp application, then it should ask you what you want to call the APP. Type in a name, and it should produce a TI-84+ application. Send that application to your calculator and run it.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Sorunome on September 27, 2012, 06:57:12 pm
Is there any way of compressing it somehow so that i can play zelda links awakening on my regular 84+?
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on September 27, 2012, 07:00:21 pm
No, since there's nowhere close to enough RAM to decompress it to.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Sorunome on September 27, 2012, 07:13:24 pm
Could rom act as swap in this case?
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on September 27, 2012, 07:59:14 pm
Could rom act as swap in this case?
Well, I'm already using the swap sector to back stuff up, and most games access a ton of pages in a short amount of time so I can't really afford to continually erase and reprogram the ROM, which would take a few seconds each time :P
Title: Re: Official TI-Boy SE Beta Thread
Post by: Sorunome on September 27, 2012, 08:19:21 pm
Oh, true >.>
is it possible to read on-the-fly from a flashdrive?
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on September 27, 2012, 08:20:17 pm
Oh, true >.>
is it possible to read on-the-fly from a flashdrive?
That has the same problems as compression, because I need a place on the calculator itself to store the data when accessing it.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Sorunome on September 27, 2012, 08:21:02 pm
Oh, to bad :(
Would be awesome thought ^^
Title: Re: Official TI-Boy SE Beta Thread
Post by: Bluewasabi on October 03, 2012, 11:01:33 pm
Is there any way to get this to work with the normal ti-83+? why is it not compatible?
Title: Re: Official TI-Boy SE Beta Thread
Post by: Yeong on October 03, 2012, 11:02:07 pm
Well, first of all, space.
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on October 03, 2012, 11:02:31 pm
Is there any way to get this to work with the normal ti-83+? why is it not compatible?
There are multiple reasons (for example, it would be too slow to be remotely playable), but mainly it's impossible because the TI-83+ doesn't have enough RAM.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Bluewasabi on October 03, 2012, 11:41:26 pm
Oh i see thanks for your response. Would it be possible to take out some of the functions of the emulator and make it run on less ram (ex no music)
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on October 03, 2012, 11:43:36 pm
Oh i see thanks for your response. Would it be possible to take out some of the functions of the emulator and make it run on less ram (ex no music)
No, the real problem is that the Game Boy itself has more RAM than the TI-83+ does ;)
Title: Re: Official TI-Boy SE Beta Thread
Post by: tjdans7236 on October 05, 2012, 11:50:00 pm
Does this emulator work for 89 titanium?
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on October 05, 2012, 11:52:01 pm
Negative. For that you need gb68k on Ticalc.org
Title: Re: Official TI-Boy SE Beta Thread
Post by: tjdans7236 on October 06, 2012, 12:01:47 am
sorry for posting this q here but i'm supposed to convert roms for my 89 to play it and it says to use cartconvert but from the ones that i downloaded, there gameboy convert instead. i tried using cmd (i have windows 7) but it doesn't work. what do i do?
Title: Re: Official TI-Boy SE Beta Thread
Post by: annoyingcalc on October 06, 2012, 07:32:55 pm
what are you typing in cmd?
Title: Re: Official TI-Boy SE Beta Thread
Post by: tjdans7236 on October 06, 2012, 10:51:53 pm
never mind :) I figured it out. Sorry!
Title: Re: Official TI-Boy SE Beta Thread
Post by: wyatt8740 on October 10, 2012, 11:27:14 am
Is there a way to convert a raw "save battery" image file (*.sav) to an appvar save, or vice versa? Even if there is no utility, is there some logical layout to the appvar files that would let me convert it manually?

(Note: I am proficient with a hex editor if it becomes necessary. I actually did a NES ROM hack once. If a hex editor is the way to go, a basic mapping of an appvar would probably be sufficient. A utility would be preferred, though.)
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on October 10, 2012, 12:50:07 pm
I'm not sure if a utility exists, but I'm pretty sure the raw data starts at 0x4A in the .8xv file. It might be useful for me to include a utility in future TI-Boy versions. Oh, and if you want to modify this data, the last two bytes of the file (which should be located right after the raw data) is a 16-bit checksum of all the bytes from 0x37 to the end (not including the checksum bytes, of course). I dunno if your hex editor supports generating checksums, though.
Title: Re: Official TI-Boy SE Beta Thread
Post by: wyatt8740 on October 13, 2012, 08:31:03 pm
...the last two bytes of the file (which should be located right after the raw data) is a 16-bit checksum of all the bytes from 0x37 to the end (not including the checksum bytes, of course). I dunno if your hex editor supports generating checksums, though.
Is this a CRC? An SHA?
Also, is this a checksum of ALL appvars combined, or just the appvar that the checksum is in? I have a Pokemon Red save I want to import.
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on October 14, 2012, 12:19:02 am
The checksum is only used by the linking software, so it's per-file. A simple checksum (literally "sum") of the bytes, nothing fancy like CRC.
Title: Re: Official TI-Boy SE Beta Thread
Post by: PikachuCLS on October 18, 2012, 09:34:45 pm
I have Link's Awakening, and the save file is 8208  bytes, which is normal. However, when I save in the game and go back to the menu, I can see the save, but after I press on to exit and reopen the game the save data is gone. Am I exiting the wrong way, why isn't the save file "sticking"?

Important Details:
I still have 23733 bytes RAM free.
I still have 626892 bytes ARC free.

Link's Awakening is 540672 bytes Archive (is that normal)?
The letter on the serial number on the back of the calculator is P (it's fairly new).

Thanks for everyone's help, and excellent work calc84maniac.

Also, doesn't pokemon Yellow work on all devices? Transferring sometimes gives me insufficient memory and I have over 1000 KB of Archive left (with Link's Awakening Deleted).
After sitting and retrying for a while, it starts working. Unfortunately, transfer stops midway with Access Denied error in ticonnect. Perhaps being able to sit in front of a progress bar for 5 minutes is a vice and that I should press a button on the calculator during the transfer?
Title: Re: Official TI-Boy SE Beta Thread
Post by: shmibs on October 19, 2012, 11:15:08 am
i don't know about save files, but errors during transfer despite there appearing to be plenty of space left happen all the time. try a garbage collect. if that doesn't work, try sending it with TiLP (http://lpg.ticalc.org/prj_tilp/win32.html).
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on October 19, 2012, 12:22:40 pm
I think this linking error sometimes happens when using direct USB linking to send certain apps, and nobody really knows why. I've never had any problems with SilverLink, but I'm not sure if getting that cable is worth the investment.

As for the save file not saving, that is certainly a strange issue. I have no idea why it would fail to save (especially if you have that much RAM free).
Title: Re: Official TI-Boy SE Beta Thread
Post by: PikachuCLS on October 21, 2012, 02:31:50 pm
It's the ROM or emulator's problem, because I used TILP this time, with the Calculator factory reset, and it still wouldn't save. I also think that there is some sort of timeout thing because Pokemon Yellow takes too long to transfer, so perhaps that's causing the transferring to stop.

Edit: I've uploaded my "problem" App here:  It's the 8xk file generated by makeapp.exe. Please test it to see if you have my problem.
Edit2: While I'm here, I'll make some suggestions to your next version.

*Edit* Removed the link. Please avoid linking to or Uploading copyrighted ROMS. Thanks.
Re: *Edit* How am I supposed to fix this if other people can't test it? Sorry for my ignorance. Would it be possible to send the link privately, provided the fact that we both own Link's awakening, Mr. Anonymous admin? :)

Edit2: Yes, my ignorance... I shall keep that in mind. Calc84maniac, would you please test my ROM for errors? If yes, I'll privately message the ROM. If anone else knows how to solve this problem, you're welcome to say so too, assuming you own the game yourself, of course.
Title: Re: Official TI-Boy SE Beta Thread
Post by: TIfanx1999 on October 21, 2012, 06:41:40 pm
I'm not anon, It says who edited the post at the bottom of each post. :P You may do whatever you wish privately, but sharing copyrighted materials is against our <a href=http://www.omnimaga.org/index.php?action=ezportal;sa=page;p=2>rules.</a> :)
Title: Re: Official TI-Boy SE Beta Thread
Post by: robberguy189 on October 27, 2012, 05:43:44 pm
Hi,

Is this project still actively developed?

And I think you should put in the readme that the apps only take up a little less then half of what they should.  Example, mega man, 655 kb, when I put it on my 84+, it's only 278.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Xeda112358 on October 27, 2012, 10:41:39 pm
I believe the program that converts the ROM tells the user how big it will be on calc.
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on October 27, 2012, 10:42:56 pm
It's more like the computer file is more than twice what it should be. The makeapp program does display the real size when you run it, though.

And yes, I'm working "behind the scenes" on some new emulation ideas which could theoretically boost speed a bit. I'll have to actually finish this rewrite to see if there is really any improvement, though.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Hayleia on October 28, 2012, 02:11:50 am
Quote from a thread you don't seem to check :P

(too lazy to create my own topic so I just steal this one :P)

So, I tried to convert the GameBoy rom Tennis and it didn't work. The converter successfully opens the rom and asks me to input a name but when I type "Tennis" and press enter, it says "makeapp stopped working" ???
I tried with drag-and-dropping the rom onto makeapp.exe, with directly lauching makeapp.exe, and with typing "makeapp Tennis.gb Tennis" in the cmd prompt in the right folder, every method give the same error.
(Note that this Tennis rom has a gb extension, not a gbc one)

What's the problem ?
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on October 28, 2012, 02:01:37 pm
Hmm, it seems that loading a file that's not a multiple of 16KB in size causes a crash. I'll fix that for the next version, and for now you can try deleting the extra 512 bytes at the end of the ROM that got added somehow. (For those confused on how I know these details, we also corresponded via email.)
Title: Re: Official TI-Boy SE Beta Thread
Post by: PikachuCLS on October 29, 2012, 06:03:23 am
Hmm, it seems that loading a file that's not a multiple of 16KB in size causes a crash. I'll fix that for the next version, and for now you can try deleting the extra 512 bytes at the end of the ROM that got added somehow. (For those confused on how I know these details, we also corresponded via email.)

Are you talking about my Legend of Zelda save file? If so, do I use a hex editor, text editor? Oh, and did anyone mention that in Pokemon Red you can't change boxes (each box can hold 20 pokemon), and that in Pokemon Yellow even if you calculator is big enough any linking program will lag, timeout, and give you some error (TI-connect and TILP) ?
Title: Re: Official TI-Boy SE Beta Thread
Post by: Lionel Debroux on October 29, 2012, 06:12:14 am
A number of text editors would garble the file, so you should use a hex editor :)
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on October 29, 2012, 08:16:58 am
Hmm, it seems that loading a file that's not a multiple of 16KB in size causes a crash. I'll fix that for the next version, and for now you can try deleting the extra 512 bytes at the end of the ROM that got added somehow. (For those confused on how I know these details, we also corresponded via email.)

Are you talking about my Legend of Zelda save file? If so, do I use a hex editor, text editor? Oh, and did anyone mention that in Pokemon Red you can't change boxes (each box can hold 20 pokemon), and that in Pokemon Yellow even if you calculator is big enough any linking program will lag, timeout, and give you some error (TI-connect and TILP) ?
No, I was talking about Hayleia's Tennis rom. I still have no idea about that save file issue.
Title: Re: Official TI-Boy SE Beta Thread
Post by: robberguy189 on October 29, 2012, 09:19:38 am
Hi,

I'm having trouble with saving games on 2.43 os, patched with unsigned, and using brandonw's fake app occassionally

(I always have it in fake mode, that way if someone questions what I am doing on my calculator [ti boy obviously] and resets my mem, I am safe).  On my last topic I was topic I was talking about fake ram reseting, and an admin called me a cheater and locked the topic, threatening to temp-ban me.  I just want to get it straight.   

So, back on topic, is there a problem with 2.43 os, unsigned, or brandon's fake app (which isn't even running)?
Title: Re: Official TI-Boy SE Beta Thread
Post by: robberguy189 on October 29, 2012, 12:07:43 pm
I have upgraded to 2.55, deleted fake, reseted mem, removed the unsigned mod.  Ti boy does not make any appvars.  It does not create any variables, I have looked through my mem?  Does it create variables/lists to save?
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on October 29, 2012, 01:32:02 pm
It should be creating an appvar. Could you email me one of the non-working TI-Boy applications so I can see whether it's a problem with the app or your calculator? My email address is the same as my username, at gmail.
Title: Re: Official TI-Boy SE Beta Thread
Post by: robberguy189 on October 29, 2012, 09:12:44 pm
Can someone tell me a game for gbc that will create an appvar and fits on a regular ti 84+  (not SE).
Title: Re: Official TI-Boy SE Beta Thread
Post by: Runer112 on October 29, 2012, 09:16:53 pm
To quote the readme that should be included in the download:

Quote from: Readme
TI-Boy SE is a Game Boy emulator (no Game Boy Color support) for the TI-83+SE, TI-84+, and TI-84+SE calculators.

If you've been trying Game Boy Color games, that might be why things weren't working.
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on October 29, 2012, 09:31:58 pm
No, the problem is that he was running games that don't support saving (i.e. Super Mario Land)
Title: Re: Official TI-Boy SE Beta Thread
Post by: PikachuCLS on October 30, 2012, 08:37:34 pm
Hi,

I'm having trouble with saving games on 2.43 os, patched with unsigned, and using brandonw's fake app occassionally

(I always have it in fake mode, that way if someone questions what I am doing on my calculator [ti boy obviously] and resets my mem, I am safe).  On my last topic I was topic I was talking about fake ram reseting, and an admin called me a cheater and locked the topic, threatening to temp-ban me.  I just want to get it straight.   

So, back on topic, is there a problem with 2.43 os, unsigned, or brandon's fake app (which isn't even running)?

It should be under "AppVars" and be the same name as your Game name (can be confusing, but the Appvar is usually 8,000 bytes or some multiple of that). "Zelda" app will create "Zelda" AppVar. PS: My Link's Awakening save is STILL not working.

By the way, could you please tell me about the benefits of unsigned OS?
Title: Re: Official TI-Boy SE Beta Thread
Post by: PikachuCLS on November 02, 2012, 06:00:24 pm
This thread has suddenly exploded in posts. Unfortunately, by clicking on the email that you subscribed to results in viewing an OLD version of this thread. Weird. Reason being that someone has already answered my last post, but it's gone now.  ???
Title: Re: Official TI-Boy SE Beta Thread
Post by: Eeems on November 02, 2012, 06:23:21 pm
This thread was split due to things going off topic. Thus the "missing posts".
Title: Re: Official TI-Boy SE Beta Thread
Post by: Hayleia on November 03, 2012, 03:00:44 am
This thread was split due to things going off topic. Thus the "missing posts".
^This. The answer to your question may have been moved here (http://ourl.ca/17356/321750) :)
Title: Re: Official TI-Boy SE Beta Thread
Post by: PikachuCLS on November 12, 2012, 07:53:01 pm
I am also going to add that not only does TI-BoySE crash and display not enough RAM when attempting to switch boxes in Pokemon Red, but that the save file will revert to an earlier save (beyond the most recent save). I found that out after switching boxes in Vermillion, then crashing and restarting in South Cerulean near the daycare center. Most noticeably was that I had to fight Lt. Surge again (his trash can switch puzzle is mildly annoying). Until the next update, I guess my Precalculus Pokemon Adventures will be at a standstill...  :(
Title: Re: Official TI-Boy SE Beta Thread
Post by: willrandship on November 12, 2012, 07:58:59 pm
The reverted save is preferable to losing your game, no? What else would it do?

It's reverting to the most recent save that was actually written to the app: That would be the one before the last time you quit TI-Boy. Want 'safe' saves? Quit TI-boy after saving.
Title: Re: Official TI-Boy SE Beta Thread
Post by: PikachuCLS on November 12, 2012, 08:55:51 pm
The reverted save is preferable to losing your game, no? What else would it do?

It's reverting to the most recent save that was actually written to the app: That would be the one before the last time you quit TI-Boy. Want 'safe' saves? Quit TI-boy after saving.

Thanks! I didn't know that!
Title: Re: Official TI-Boy SE Beta Thread
Post by: Woitoxx on November 22, 2012, 09:53:00 am
Hey, I´m new here and I wanted to ask if there´s a possibility to run LoZ: Link's Awakening on my TI-84+. My calculator has 24kb Ram and 480kb archive after a reset. I´ve seen lots of videos where people play it on a TI-83+...so it should also work on mine?! 
Title: Re: Official TI-Boy SE Beta Thread
Post by: Eeems on November 22, 2012, 11:20:17 am
I've run it on my 84+
Try compiling an app from the rom and see if it will work.
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on November 22, 2012, 11:24:27 am
It won't fit on a normal TI-84+, because it requires 540K archive space. (The emulator doesn't work at all on a TI-83+, but it does work on a TI-83+SE, by the way).
Title: Re: Official TI-Boy SE Beta Thread
Post by: Eeems on November 22, 2012, 11:31:35 am
I'm pretty sure I've played it on my 84+ before. Unless it was a 84+SE rom in wabbit.
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on November 22, 2012, 12:01:54 pm
I'm pretty sure I've played it on my 84+ before. Unless it was a 84+SE rom in wabbit.
It must have been, because there's no way Link's Awakening would fit on a normal TI-84+ (unless I made a TI-Boy OS or something :P)
Title: Re: Official TI-Boy SE Beta Thread
Post by: Eeems on November 22, 2012, 12:56:26 pm
Quote
(unless I made a TI-Boy OS or something :P)
Dat idea. Me gusta.
Title: Re: Official TI-Boy SE Beta Thread
Post by: willrandship on November 25, 2012, 10:44:27 pm
I want it too....
Title: Re: Official TI-Boy SE Beta Thread
Post by: aeTIos on November 26, 2012, 05:42:54 am
You know you want it and so do I... we know The GameBoy and we're gonna play it.
Title: Re: Official TI-Boy SE Beta Thread
Post by: wyatt8740 on November 28, 2012, 10:05:15 am
I cannot change my PC box. (New ti84SE)
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on November 28, 2012, 10:07:30 am
I cannot change my PC box. (New ti84SE)

I feel like this might be something I overlooked when I decided that Pokemon games only used 16KB of cartridge RAM. Well, there's nothing I can really do about it for the newer calculators since I've used all the available RAM already, just be happy that the game works at all :)
Title: Re: Official TI-Boy SE Beta Thread
Post by: GinDiamond on November 28, 2012, 04:37:30 pm
Should I get a ti 84+ se to use this?

Or is there a ti boy version that I can use on a ti 84+?
Title: Re: Official TI-Boy SE Beta Thread
Post by: TIfanx1999 on November 28, 2012, 04:59:14 pm
It works fine on the Ti-84+, but some games will not fit due to size.
Title: Re: Official TI-Boy SE Beta Thread
Post by: willrandship on November 29, 2012, 02:57:56 am
Plus, getting a new SE will probably get you one of the lower RAM calcs.

So, calc84, does that lower-RAM bug also affect the older calcs, or just the new ones?
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on November 29, 2012, 02:59:45 am
Plus, getting a new SE will probably get you one of the lower RAM calcs.

So, calc84, does that lower-RAM bug also affect the older calcs, or just the new ones?
The older calculators do emulate the full 32KB cartridge RAM, so this shouldn't affect them.
Title: Re: Official TI-Boy SE Beta Thread
Post by: wyatt8740 on November 30, 2012, 08:33:53 am
I cannot change my PC box. (New ti84SE)
Well, there's nothing I can really do about it for the newer calculators since I've used all the available RAM already, just be happy that the game works at all :)
Yes, and I am happy :)

I still want to know if there is any flash not being utilised as swap that could be used in such a way. I hate releasing pokemon.  :'(

Is there any way to solder a 128kb ram chip into a new ti84+ SE?

...I am still so pleased this compiler works on wine :)
Title: Re: Official TI-Boy SE Beta Thread
Post by: Lionel Debroux on November 30, 2012, 08:39:07 am
Quote
Is there any way to solder a 128kb ram chip into a new ti84+ SE?
Nope, IIRC the RAM is in the ASIC, and the newer ASICs have fewer pins than the older ASICs.
Title: Re: Official TI-Boy SE Beta Thread
Post by: wyatt8740 on December 03, 2012, 10:51:08 am
wabbitemu support is broken again. :/
I need it to change my pc box.

Quote
Is there any way to solder a 128kb ram chip into a new ti84+ SE?
Nope, IIRC the RAM is in the ASIC, and the newer ASICs have fewer pins than the older ASICs.
Is there a good place to find old 128k's?
Title: Re: Official TI-Boy SE Beta Thread
Post by: Lionel Debroux on December 03, 2012, 11:01:15 am
Hmm, I don't think some places are better than others.

84+ calculators with 128 KB of RAM have hardware revisions A-F, probably the original revision (without any letter) as well.
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on December 03, 2012, 11:01:41 am
G also works.
Title: Re: Official TI-Boy SE Beta Thread
Post by: wyatt8740 on December 04, 2012, 11:24:19 am
Is there a way to fix wabbitemu support while waiting for a new release?

Also, will you ever release your recompiler's source code?
Title: Re: Official TI-Boy SE Beta Thread
Post by: Eeems on December 04, 2012, 11:31:59 am
What exactly is wrong with wabbitemu support? Are you using the most up to date version of wabbit? Can you revert back to a version that still works under wabbit? If there is an issue with wabbit, have you reported it yet?
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on December 04, 2012, 11:42:35 am
Buckeye screwed up a ton of stuff (in an official release!) recently, which did indeed break TI-Boy and other stuff too.
Title: Re: Official TI-Boy SE Beta Thread
Post by: wyatt8740 on December 04, 2012, 12:23:08 pm
What exactly is wrong with wabbitemu support? Are you using the most up to date version of wabbit? Can you revert back to a version that still works under wabbit? If there is an issue with wabbit, have you reported it yet?
TI Boy could not successfully modify flash. Error: 0
I cannot revert to an old version. If you would attach it I would greatly appreciate it :)
Which old version should I use, then?
Also, could one of you provide a link?
I'm going to try to exploit it to change my PC box (Don't worry, I make frequent backups)
*EDIT*
I got it working. I re-dumped my calc ROM. I think i've done it! I ran my game in the emulator (wabbitemu) and switched boxes, then re-imported the new vars to my 48kb calc. It seems to have worked!
Calc84maniac:
Could you upload the latest version to ticalc.org? It's been bugging me for a long time that no one can find the newest version without looking under "more results for omnimaga.org" with a google search, and so people inevitably download the wrong version.
I would upload new versions there myself, but I'm not the author and I don't know if you would approve. :P
Think of this as me volunteering to upload new versions there periodically.
Title: Re: Official TI-Boy SE Beta Thread
Post by: zach_H on January 03, 2013, 10:34:45 pm
Ok... I literally made an Omnimaga account just for this. Here's the deal: I've just recently downloaded TI-boy for my ti-84 plus SE. It is one of the newer models (serial ends in "s"). I downloaded the Pokemon blue rom, converted it, and sent it to my calculator.. and it works! sort of... The app turns on, the ti-boy screen comes on (everything good so far...) then the actual rom starts. The rom works, but the screen flickers so badly i can barely read the text. The interesting thing is, if I zoom in all the way the flickering stops. I'm not entirely sure what the problem is, or if anyone has encountered this, or if i'm just an idiot. any help would be greatly appreciated (i've got an acute case of Senioritis that can only be cured by TI-Boy)
Title: Re: Official TI-Boy SE Beta Thread
Post by: zach_H on January 03, 2013, 10:39:05 pm
ok.. so nevermind. It was the idiot thing.
Title: Re: Re: Official TI-Boy SE Beta Thread
Post by: TheNlightenedOne on January 03, 2013, 10:39:41 pm
It might have something to do with the fact the GB and the calc have much different screen resolutions. I dint know for sure tho. And welcome!

EDIT: Please use the modify button rather than double-posting. Thanks!
Title: Re: Official TI-Boy SE Beta Thread
Post by: CaptainMcClellan on January 31, 2013, 04:07:03 pm
Hopefully this isn't something that someone has posted before, I hate to be a forum spammer! Anyways, I was wondering if you could try to (for your next release) give the option to remove sound codes. (I think it's cool that tiboy is the only one that *does* support sound, but I have no use for the feature in the setting that I use the graphic calculators, ie school.) As per reasoning: I need the app filesizes to be smaller (I have no SE :( ) and I figure that, particularly for Link's Awakening, removing the sound and sound opcodes would cram the filesize to just small enough to fit on an 84+ without needing SE. Please respond soon about that. :3 Ciao!
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac 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.
Title: Re: Official TI-Boy SE Beta Thread
Post by: ben_g on January 31, 2013, 04:11:17 pm
I don't think that functionality will be added soon as it can be quite hard to see which parts of the data are sounds, and it's even harder to find and update all the pointers to the data behind the sounds.
Title: Re: Official TI-Boy SE Beta Thread
Post by: TIfanx1999 on January 31, 2013, 04:13:01 pm
Apps are written in 16KB segments regardless of whether or not all the space is actually used. It wouldn't make any difference if the sound routines were removed. Also, welcome to Omnimaga! *ninjad* XD
Title: Re: Official TI-Boy SE Beta Thread
Post by: CaptainMcClellan on February 01, 2013, 10:32:36 am
Ok. Thanks all. (And yeah, I was thinking that it'd probably be very difficult, if possible at all.) Well, is there perhaps any sort of compression utility...? Probably not, it'd take up too much RAM required for the game to actually run. Still, if someone with a lot of time wants to find a way to compress it or somehow remove the sound data, I will greatly appreciate it! XD One last question: If I could open the ROM in a hex editor (or any other editor?), and painstakingly found the sound opcodes and removed them manually, would that render the game unplayable? (I knew that the ROM couldn't fit when I got it, so I guess that it's my fault for wasting time.) I'll report back with any results I find on my own, and keep up the good work friends!
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac 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.
Title: Re: Official TI-Boy SE Beta Thread
Post by: TIfanx1999 on February 01, 2013, 12:36:34 pm
^This. Hex editing the Zelda Rom would be a huge pain in the ass unless you knew exactly where to look. It's also highly likely that removing the sound data would throw the rest of the Rom out of wack as the Rom would be looking in the wrong places for everything due to the missing data.
Title: Re: Official TI-Boy SE Beta Thread
Post by: pimathbrainiac on February 01, 2013, 02:03:11 pm
When I transfer Pokemon (using TiLP OR Ti-Connect), I get a timeout error, how do I avoid this?

Edit: the error message is:

Msg: unable to reset USB device.
Cause: Check that cable is connected or not stalled. Try to unplug/plug it.
System: (1854698580) The system cannot find the file specified.
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on February 01, 2013, 02:30:56 pm
This has been happening for a long time, see this post: http://ourl.ca/10477/200566 (http://ourl.ca/10477/200566)

Basically it will only work on a link cable other than Direct USB, for some reason.
Title: Re: Official TI-Boy SE Beta Thread
Post by: pimathbrainiac on February 01, 2013, 02:31:54 pm
NOOOOO... Link's awakening works, but not pokemon!
Title: Re: Official TI-Boy SE Beta Thread
Post by: GalacticBacon on February 01, 2013, 10:01:32 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 
Title: Re: Official TI-Boy SE Beta Thread
Post by: Sorunome on February 01, 2013, 10:41:20 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 
This has been happening for a long time, see this post: http://ourl.ca/10477/200566 (http://ourl.ca/10477/200566)

Basically it will only work on a link cable other than Direct USB, for some reason.
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac 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?
Title: Re: Official TI-Boy SE Beta Thread
Post by: CaptainMcClellan on February 02, 2013, 04:16:39 pm
Hi, me again. I just wanted to point out a small annoyance I have with the sprite tracking for Kirby. (You've probably heard it already) Whenever you set the Emulator to follow Kirby's sprite and then use the inhale attack the entire screen goes insane. (More accurately the camera jerks around in concentric circles trying to track Kirby's inhale as if the whole sprite were moving. ) It's nothing that renders the game unplayable or anything, but whenever you get a spare half-hour could you see what you might be able to fine-tune to stop this? (Or at least tell me why it's not possible, as you all so kindly did on the subject of removing sound opcodes.... Which I'm still trying to find a way to do. You were all right about it being a pain...) Also, I'm not sure if I've asked, but is there anyway to run a compressed ROM via the method in which this emulator works? (I'm thinking no based on scouring the forum thusfar, but hey, doesn't kill to ask.)

((PS. Link's Awakening YOU WILL FIT ON MY CALCULATOR! I DEMAND IT.))
Title: Re: Official TI-Boy SE Beta Thread
Post by: ben_g on February 02, 2013, 05:32:41 pm
Because of the way ti-boy works, compression would cause a HUGE slowdown, and it would need to rewrite flash pages very often. And as flash pages only have a limited number of rewrites, it would ruin the life of the flash memory.
Title: Re: Official TI-Boy SE Beta Thread
Post by: CaptainMcClellan on February 02, 2013, 09:14:31 pm
Thanks. I figured it wasn't possible just as soon as I found that very topic on the original Ti-Boy thread. (Oops. ^^' ) Thanks though Ben_g. Now, I think I actually (possibly) thought of something useful *and* doable this time. A binary to convert Virtualboy (or general) *.sav files into the appvars for Ti-boy and vice versa. According to my checking of the Virtualboy the save types are: EEPROM SRAM and Flash (which presumably calc84 already knows). That way I can take my adventure on the go back to my computer and also I don't have to start from Dungeon 1 all over again when I had already made it to Dungeon 5. (I apologize again for being such a noob, I feel like I'm like annoying everyone with my constant posts because I barely have any idea of what I'm talking about at all and like know only 0.2% programming skills. )
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on February 03, 2013, 03:44:53 am
Because of the way ti-boy works, compression would cause a HUGE slowdown, and it would need to rewrite flash pages very often. And as flash pages only have a limited number of rewrites, it would ruin the life of the flash memory.
Actually there was only 1 instance of a calc dying due to dead flash so far that got reported and it was a calc that was a few years old but since many older calcs never had such problem even after intensive usage for gaming/programming, it seemed more like it was defective. Urban legends talks more about 100000-200000 rewrites, while others talk about a million or more, meaning something else in the calc has chances to break long before your flash does.

Intensive writing to Flash drains batteries REALLY REALLY fast, though... (If you play The Reign of Legends 1 on a regular 83+, you can't even finish the game with 1 set of Duracells because of all the constant archiving/garbage collecting)

Welcome here by the way, CaptainMcClellan! :D
Title: Re: Official TI-Boy SE Beta Thread
Post by: GalacticBacon on February 03, 2013, 06:11:53 am
Me being an Idiot, Leaving the rom zipped up, too used to flashing Androids. Just one question, Pokemon red, blue are 1,772KB after makeapp. Is that normal? 
Title: Re: Official TI-Boy SE Beta Thread
Post by: JosJuice on February 03, 2013, 07:14:18 am
Just one question, Pokemon red, blue are 1,772KB after makeapp. Is that normal? 
.8xk files are roughly twice as large as the app will be on-calc. I'm not sure how large those games are supposed to be, but it seems like a reasonable size to me.
Title: Re: Official TI-Boy SE Beta Thread
Post by: GalacticBacon on February 03, 2013, 07:40:59 am
How are people playing Pokemon Red/Blue etc. on a TI-84+ that only has 480kb of rom?
Title: Re: Official TI-Boy SE Beta Thread
Post by: Hayleia on February 03, 2013, 08:28:39 am
1.772 KB is only the size displayed by windows but it is smaller on calc.
Title: Re: Official TI-Boy SE Beta Thread
Post by: GalacticBacon on February 03, 2013, 08:33:53 am
Do I need a silver cable to transfer it? I'm having no luck with usb
Title: Re: Official TI-Boy SE Beta Thread
Post by: JosJuice on February 03, 2013, 09:02:38 am
How are people playing Pokemon Red/Blue etc. on a TI-84+ that only has 480kb of rom?
I don't think it fits unless you have an SE calc.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Streetwalrus on February 03, 2013, 09:32:21 am
Yeah, Blue/Red are 512kB ROMS. On my 83+ SE, I have Link's Awakening, which is 512kB too. Its total size is > 540kB. ;)
Also, the 84+ has 1MB flash total, and the OS uses less than 520kB, but it reserves some empty space. Maybe a patch could fix it ?
Title: Re: Official TI-Boy SE Beta Thread
Post by: ben_g on February 03, 2013, 09:52:17 am
Also, the 84+ has 1MB flash total, and the OS uses less than 520kB, but it reserves some empty space. Maybe a patch could fix it ?
I think there is already a patch that does it (NyanMem iirc), but it only lasts untill the next garbage collection, so it can help with transferring large apps, but it won't give you any more storage.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Streetwalrus on February 03, 2013, 11:22:38 am
I knew about NyanMem, but I was thinking of permanently modding the OS.
Title: Re: Official TI-Boy SE Beta Thread
Post by: habstinat on February 03, 2013, 01:33:47 pm
Sorry if this has already been asked, but what's the official stance on adding linking-between-calculators-like-linking-gameboys support? A few of my friends have been competing to see who could collect all 150 Pokemon first, but as some of us have Red and some of us have Blue we need to link trade to reach this goal. Is it possible with a regular calculator link cable? Will it ever be added? Will it fit on a newer revision TI-84+SE?
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac 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 :/
Title: Re: Official TI-Boy SE Beta Thread
Post by: habstinat on February 03, 2013, 04:31:00 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 :/

Ah; thanks for the response. Not to be one of those non-programmers who tries to theorize as to how to program something (OK, maybe I'll be that guy for just a moment), but would it be possible to "artifically" slow down the emulator by a lot during times when data must be transfered to get the timing right?
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac 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.
Title: Re: Official TI-Boy SE Beta Thread
Post by: wyatt8740 on February 06, 2013, 02:51:33 pm
In beta 2.01, psychic no longer loops at the "shaking" effect but now loops when the screen has a "wavy" effect.
Any ideas as to what's causing this?

For me in 2.0.3 they last much longer than they should usually, but they do eventually stop. Was this bug fixed or semi-fixed?
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on February 06, 2013, 02:56:14 pm
NyanMem

Wut? Interesting name for a patch :P

Do I need a silver cable to transfer it? I'm having no luck with usb

With serial cable and SilverLInk I remember I had some troubles sending files larger than 300 KB to my calculator before, but it was way more common with the serial cable. I am unsure about USB though but it might have to do with the file size. What error do you get?
Title: Re: Official TI-Boy SE Beta Thread
Post by: wyatt8740 on February 07, 2013, 12:01:49 am
Do I need a silver cable to transfer it? I'm having no luck with usb
I used USB with TiLP and transferred it just fine. If you run 64 bit windows with TiLP, it's the unsigned libusb drivers that are killing you.
Uninstall ti-connect, install TiLP, and then install this:
http://sourceforge.net/projects/libusb-win32/files/latest/download (http://sourceforge.net/projects/libusb-win32/files/latest/download)

That is a signed libusb driver.

Otherwise, idk what the problem is, but if you Linux/non-mac *NIX, I can probably help. That's my main OS atm.
Title: Re: Official TI-Boy SE Beta Thread
Post by: CaptainMcClellan on February 07, 2013, 11:48:50 am
@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.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Streetwalrus on February 07, 2013, 12:00:53 pm
Well, if you know how to use an Hex editor or to program on the computer, you can do it yourself pretty easily.
For your other question, I can't help you except that this won't work in Wabbit (for reasons I don't know (maybe flash unlock doesn't work on it (nested parentheses FTW))), so you'll have to take an actual pic. :P
Title: Re: Official TI-Boy SE Beta Thread
Post by: jacobly on February 07, 2013, 12:24:26 pm
For your other question, I can't help you except that this won't work in Wabbit (for reasons I don't know (maybe flash unlock doesn't work on it (nested parentheses FTW))), so you'll have to take an actual pic. :P
TI-Boy works perfectly fine in Wabbitemu.  However, it does rely on real boot code, so it does not work with roms made with bootfree (that is what you get if you choose to "Create a ROM image using open source software").
Title: Re: Official TI-Boy SE Beta Thread
Post by: Streetwalrus on February 07, 2013, 12:43:12 pm
Aaaaaah, I see. I wonder if it is possible to dump just the boot code and create a ROM with that + an OS ?
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac 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.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Streetwalrus on February 07, 2013, 01:06:20 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.
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac 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.
Title: Re: Official TI-Boy SE Beta Thread
Post by: pimathbrainiac on February 07, 2013, 02:16:21 pm
Do I need a silver cable to transfer it? I'm having no luck with usb
I used USB with TiLP and transferred it just fine. If you run 64 bit windows with TiLP, it's the unsigned libusb drivers that are killing you.
Uninstall ti-connect, install TiLP, and then install this:
http://sourceforge.net/projects/libusb-win32/files/latest/download (http://sourceforge.net/projects/libusb-win32/files/latest/download)

That is a signed libusb driver.

Otherwise, idk what the problem is, but if you Linux/non-mac *NIX, I can probably help. That's my main OS atm.

That didn't work... I have TI-Connect on one computer and TiLP on another... neither computer works, even with the newest libUSB filters on the TiLP computer. Thanks for trying to help, though!
Title: Re: Official TI-Boy SE Beta Thread
Post by: habstinat on February 11, 2013, 11:29:32 pm
My friend uses beta 0.2.03 a lot playing Pokemon Red on his TI-84+SE, but recently he turned on his calculator to find the dreaded random "RAM Cleared" screen. I thought, because he wasn't currently running TI-Boy at the time of RAM clear and both TI-Boy, the ROM, and the save AppVars are archived, he would have been fine, but now when he starts the POKEMON app, he is just presented with the option for a new game without the option to continue. I checked his calculator, and his save AppVars (POKEMON1 and POKEMON2) are still there. He hasn't started a new game yet so nothing should have been overwritten. What can be done to recover the data? Would retransferring the POKEMON app (but leaving the AppVars) pose any risk?
Title: Re: Official TI-Boy SE Beta Thread
Post by: CaptainMcClellan on February 14, 2013, 01:40:28 pm
Ah.  Thanks calc84. As per the gamevar thing... What in particular would make that difficult to automate? (I'm guessing that each game stores variables differently and/or doesn't use the same coordinate system, requiring seperate coding for each game? ) As per Kirby appearing behind the water, I'll have to check the actual ROM in an emulator... in the future I'll do that for reporting purposes. It does seem a bit counterproductive for the player, so I'm unsure why Kirby team did so. I have a question, again about the sounds, why is it that you can currently only support two sound channels? Is it possible to map all four sound channels to a PCM channel instead? (I imagine that would probably slow the emulator and fatten it considerably, but is that even possible? )
Title: Re: Official TI-Boy SE Beta Thread
Post by: Runer112 on February 14, 2013, 03:02:36 pm
All four sound channels are supported. Listen closely. :P
Title: Re: Official TI-Boy SE Beta Thread
Post by: Streetwalrus on February 14, 2013, 04:02:25 pm
I'll no longer have to use my 83+SE (with battery issues) if I want to play Pokémon. :P
Does it drain bats like crazy ? I have this problem so I need to put a piece of paper to block 'em when not using it.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Dapianokid on March 17, 2013, 12:29:41 pm
TI BOY SE doesn't drain batteries, at least not on my 128 RAM TI84_+SE. I didn't turn the app off for days, never using the on button, only the clear button, when I played pokemon on it nonstop. I still had enough battery for a few weeks of use with MSD8x (A project I wish would revive.)
Title: Re: Official TI-Boy SE Beta Thread
Post by: Streetwalrus on March 17, 2013, 12:34:10 pm
I was actually speaking of the calc. My 83+SE and DJ_O's drain batteries in like a week without even using them. <_<
Title: Re: Official TI-Boy SE Beta Thread
Post by: willrandship on March 18, 2013, 09:59:28 pm
That sounds like you have a potential short, or you don't use good batteries :P
Title: Re: Official TI-Boy SE Beta Thread
Post by: Streetwalrus on March 19, 2013, 04:39:24 am
Well, I use the same batteries in my 84+ and they last months.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Xeda112358 on March 19, 2013, 06:51:24 am
Then it probably is a short circuit somewhere o.o They should probably last years unused, months with typical use, and even a month or two with using it quite often.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Streetwalrus on March 19, 2013, 06:54:15 am
That's how my 84+ behaves, but let's avoid derailing this topic. ;)
Title: Re: Official TI-Boy SE Beta Thread
Post by: scizor42 on March 20, 2013, 10:30:02 pm
When dragging a Rom into the makeapp.exe, I am getting this message:
Error opening ROM file!
Is this normal?
Title: Re: Official TI-Boy SE Beta Thread
Post by: Runer112 on March 20, 2013, 11:11:42 pm
I'm guessing that fatal errors aren't normal. :P Make sure that it's a valid original Game Boy ROM file. This means that it shouldn't be a Game Boy Color game, Game Boy Advance game, etc., and it should be a .rom file, not a .zip archive containing the ROM file, or any other file type.


EDIT: Or as TheNlightenedOne accurately pointed out in the post below mine, it can be a .gb file as well.
Title: Re: Re: Official TI-Boy SE Beta Thread
Post by: TheNlightenedOne on March 21, 2013, 12:25:46 am
Or it can be a .gb file
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on March 21, 2013, 05:07:33 pm
Well, this error is something even more basic than that, by which I mean the file failed to open at all. Perhaps you should try running makeapp.exe directly and typing in the full filepath of your ROM file.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Dapianokid on March 21, 2013, 05:56:58 pm
I have had this problem and it had something to do with my directory. Try the following steps:
Make sure the directory you are doing all of this in is as close to root ( "/" ) as possible. Make sure there are no spaces, and preferably no funky characters. Supported files include .gb, .rom, and .zip 's with .roms or .gbs I believe. Some GBC games are written as .gb files, and this is okay because they still function properly, but it can cause compatibility issues that make the .exe calc84maiac wrote want to eat your children. So, to avoid children eating problems, check where your file came from! Did you dump it yourself? Does it actually have a supported filetype? Are you trying to convert a fruit? Don't convert fruits! Convert supported filetypes (Check a couple lines above, there is a list.)!
I converted a .gbc to a .gb and it worked fine. Hope this helps!
Title: Re: Official TI-Boy SE Beta Thread
Post by: scizor42 on March 21, 2013, 11:32:23 pm
I got it working, and I've no idea how. Thanks to all who helped.
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on June 11, 2013, 09:36:04 pm
I'll no longer have to use my 83+SE (with battery issues) if I want to play Pokémon. :P
Does it drain bats like crazy ? I have this problem so I need to put a piece of paper to block 'em when not using it.
I'm a bit late, but as I recently brought up on IRC, that's exactly the same problem I have. The 83+SE tends to break after only a few years of use, while other calcs (even newer ones) tend to last longer. It was probably rushed while they work on the 84+ or to meet some deadlines.
Title: Re: Official TI-Boy SE Beta Thread
Post by: lkj on June 12, 2013, 06:23:51 am
The 83+SE tends to break after only a few years of use, while other calcs (even newer ones) tend to last longer. It was probably rushed while they work on the 84+ or to meet some deadlines.
Not really. The Nspire Touchpads are also quite crappy, seeing that after a bit less than four years three people in my class have a broken one.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Dapianokid on June 12, 2013, 02:58:22 pm
Actually, I have one of those famed 83SE's from the launch stock at some random store. I bought it from somebody who had one on eBay. It sat under pressure for a while, I crammed it into my drawer with other things without it's case, and it only has a sticky [MATH] key. :)
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on June 13, 2013, 11:41:07 pm
Note that apparently, only the 2001-02 83+SE calcs seems affected and it's usually the screen that breaks the most.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Streetwalrus on June 14, 2013, 03:08:23 am
I took care of the screen myself DJ. :P
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on June 18, 2013, 01:38:22 am
What did you do with it? Did you manage to fix it using Kerm's tutorials and help?
Title: Re: Official TI-Boy SE Beta Thread
Post by: Streetwalrus on June 18, 2013, 03:26:53 am
Hmmm, I opened the calc and probably broke the ribbon cable. Trying to replace it I damaged the driver's ribbon so now I can't do anything unless I find another broken one with working LCD.
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on June 18, 2013, 04:47:15 pm
Oh ok I thought that the LCD broke by itself or a bit of humidity like what happened to various people around 2004-05. Often, just carrying the calc in your backpack to school during a rainy day (not even heavy rain) was enough to make your LCD permanently glitchy. Never heard anything like that with any other calc except maybe the TI-80, which was built really cheap.
Title: Re: Official TI-Boy SE Beta Thread
Post by: TIfanx1999 on June 19, 2013, 03:04:48 am
Hey, just want to remind you guys not to drift too far off topic here mkay? ;)
Title: Re: Official TI-Boy SE Beta Thread
Post by: Dapianokid on June 19, 2013, 03:21:12 pm
Hey, just want to remind you guys not to drift too far off topic here mkay? ;)
But...bu-bu-bu... My SE has been through some abuse over the years and I haven't had many problems with it. The one thing I had to do was take out some foam fillings from the case because the pressure from them was damaging my LCD somehow.

Anyways, what is the best calculator model to run TI-boy SE anyway? Isn't there a prototype calculator that Kerm was talking about...?
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on June 20, 2013, 04:28:18 am
I don't remember about the prototype, but I know that the best calcs to run TI-Boy are the TI-84+SE calcs from 2004 to March 2007.
Title: Re: Official TI-Boy SE Beta Thread
Post by: epicpenguin1999 on August 06, 2013, 04:33:09 pm
Sorry, but pokemon red doesn't work on my ti-84+se. What maybe the problem? It says it's not compatible...
Title: Re: Official TI-Boy SE Beta Thread
Post by: Hayleia on August 06, 2013, 04:35:23 pm
Maybe because of the hardware revision ? It must be written somewhere in that thread the Pokemon games only work on old revisions. Well, with the latest releases, they work on newer revisions too but there was a problem, like "can't save" or something.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Runer112 on August 06, 2013, 04:46:55 pm
With 84+SE calculators manufactures less than about 6 years ago or so, TI cheaped out and cut the amount of RAM inside them from 128KB to 48KB to probably save a tenth of a cent per calculator. 48KB was never enough for Pokemon, so for a long time, newer 84+SE calculators simply didn't support it.

However, with the latest version (http://www.omnimaga.org/index.php?action=dlattach;topic=12935.0;attach=12372), Pokemon has been partially supported for new 84+SE calculators. The reports I've heard say that the game almost entirely works, except for one moderately annoying flaw. Changing PC boxes doesn't work correctly, because each Pokemon has a fairly large amount of data tied to it and the extra RAM used by Pokemon games was to store all the data for Pokemon saved on the PC.
Title: Re: Official TI-Boy SE Beta Thread
Post by: robberguy189 on September 19, 2013, 03:36:18 pm
Sorry if I'm reposting this or being impatient but,

when is the eta for the 84 C version?

Thanks.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Hayleia on September 19, 2013, 03:39:31 pm
There is no ETA.

Even if calc84 was working actively on it, he would have no idea when he would have finished (new code, new hacks, new everything means a lot of work, hard or easy and a lot of unknown, including unknown time).
And calc84 has other projects, so he may be actively working on it, or working on it plus other things, or working only on other things.
calc84 also has a life, so he might actually be working on nothing, who knows ?
Title: Re: Official TI-Boy SE Beta Thread
Post by: Dapianokid on September 19, 2013, 04:38:52 pm
he should tell us if he is working on it
Just sayin', this project changed my life.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Hayleia on September 19, 2013, 04:56:46 pm
Maybe he is pessimist (like me) and prefers not saying anything and present people a great surprise when the project is done rather than bragging that he is working and disappoint everyone with long ETAs or finally unfinished projects (even though he won't disappoint anyone, maybe that's what he thinks).
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on September 19, 2013, 06:49:07 pm
Well, I have a small amount of work done with a new tilemap renderer, but for now the project is stalled until we get a robust CSE emulator up and running (since TI-Boy is something that's practically impossible to debug on actual hardware).
Title: Re: Official TI-Boy SE Beta Thread
Post by: tr1p1ea on September 19, 2013, 07:43:06 pm
Wow so you do have plans to bring it to the 84C?! Awesome :).
Title: Re: Official TI-Boy SE Beta Thread
Post by: Spenceboy98 on September 19, 2013, 07:44:23 pm
Well, I have a small amount of work done with a new tilemap renderer, but for now the project is stalled until we get a robust CSE emulator up and running (since TI-Boy is something that's practically impossible to debug on actual hardware).

Sounds great! Will it be size x1 or x2 or what?

Edit: I think that this is my 500th post (could be my 501st though).  :w00t:
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on September 20, 2013, 10:05:18 am
Well, I have a small amount of work done with a new tilemap renderer, but for now the project is stalled until we get a robust CSE emulator up and running (since TI-Boy is something that's practically impossible to debug on actual hardware).

Sounds great! Will it be size x1 or x2 or what?

x1 is definitely planned, x2 horizontal with x1.67 vertical is theoretically possible but would be slower and a bit more trouble. Hopefully I can include both options, though.
Title: Re: Official TI-Boy SE Beta Thread
Post by: robberguy189 on September 20, 2013, 03:44:39 pm
keep up the good work calc! (and thx for responding) 

I will await the release.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Sorunome on September 21, 2013, 05:07:23 am
Wha, TI-Boy for the CSE....just awesome O.O
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on February 15, 2014, 01:25:31 am
Since I've had TI-Boy on my mind lately, I decided to finally release a TI-Boy SE Beta 0.2.04 (which will also be uploaded to ticalc.org). I put in a couple of small bugfixes that I found when working on TI-Boy CSE, but more importantly, the makeapp program is now standalone! It doesn't need an external rabbitsign.exe or tiboy.bin, and it also (probably) won't set off any antivirus programs anymore. Oh, and I also included the Adjustris homebrew ROM that I had in the old Alpha version, so I can stick to ticalc's standards of having an actual APP to put in the 84+ games section. :P
Title: Re: Official TI-Boy SE Beta Thread
Post by: pimathbrainiac on February 15, 2014, 01:29:47 am
Thanks!

/me converts all teh pokemans!
Title: Re: Official TI-Boy SE Beta Thread
Post by: TIfanx1999 on February 15, 2014, 02:53:08 am
Very nice! :D
Title: Re: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on February 15, 2014, 10:16:02 am
Good to hear :D
Title: Re: Official TI-Boy SE Beta Thread
Post by: JWinslow23 on February 15, 2014, 11:54:09 am
This is worse, let me just say.

I first tried to convert a (working) European version of Monopoly for Gameboy (I checked, and it's not GBC or GBA), and even though you said that the "page beginning with FFh" glitch was fixed, 3 pages of the app began with FFh, and it froze at the splash screen.

Then, I tried playing the game included, "Adjstris". It showed the splash screen for only a small fraction of a second, then it cleared the RAM.

(I tested these in Wabbitemu, BTW, with OS 2.43)
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on February 15, 2014, 12:12:18 pm
Have you tried on a real 84+/SE calc? WabbitEmu sometimes have troubles, especially with apps.
Title: Re: Official TI-Boy SE Beta Thread
Post by: JWinslow23 on February 15, 2014, 12:12:48 pm
Never mind; must be a Wabbitemu glitch.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Streetwalrus on February 15, 2014, 07:40:48 pm
/me mumbles something about BootFree being incompatible
You need an actual ROM dump to use TI-Boy in Wabbit as it requires proper boot code to run. ;)
Title: Re: Official TI-Boy SE Beta Thread
Post by: JWinslow23 on February 16, 2014, 02:29:19 pm
It has a proper ROM. I took the ROM from my calc using the software included.
Title: Re: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on February 16, 2014, 05:34:43 pm
In the Axe bugs thread, someone mentionned that some versions of WabbitEmu like to insert BootFree into dumped ROMs, so even if you dump a ROM from a real calc, unless you got the latest version of WabbitEmu I believe, you could still end up with a Bootfree ROM.
Title: Re: Official TI-Boy SE Beta Thread
Post by: calc84maniac on February 16, 2014, 06:18:33 pm
By the way, TI-Boy SE Beta 0.2.04 is now up on ticalc.org! http://www.ticalc.org/archives/files/fileinfo/419/41990.html (http://www.ticalc.org/archives/files/fileinfo/419/41990.html)

Took me long enough... :P
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on February 16, 2014, 08:18:53 pm
Glad to hear. Can't wait to see the color calc version out there too eventually :D
Title: Re: Official TI-Boy SE Beta Thread
Post by: Addison Bean on July 03, 2014, 10:31:45 pm
I recently downloaded Beta 0.2.04, and every game I convert shakes like crazy, and is vey unplayable. Do you know why this is happening? It's really sad :(
Title: Re: Official TI-Boy SE Beta Thread
Post by: Runer112 on July 03, 2014, 11:46:34 pm
By "shakes like crazy," do you mean like this?

(http://img.ourl.ca/shaking%20like%20crazy.gif)

The Game Boy has a screen size of 160x144, while the calculator has a screen size of 96x64. To make the former come close to fitting on the latter, it is shrunk by 50% in both dimensions to 80x72, squishing every square of four pixels into a single pixel. I believe the emulator achieves this by quickly cycling through all four source pixels to display for each output pixel. One very important thing this does is retain some level of text readability. Compare this:

(http://img.ourl.ca/shaking%20text.gif)

To what it would look like if it just statically selected one out of every square of four pixels:

(http://img.ourl.ca/not%20shaking%20text-1.png)

Some characters look pretty good, but others are missing parts and are completely unrecognizable. This made the text in basically every game unreadable, which was a huge problem. Non-text graphics also suffer a lot when downsized statically:

(http://img.ourl.ca/not%20shaking.png)

I can barely tell that the figure on the right is Red/Ash, and I absolutely can't read any of the version text.

If you want a somewhat clearer image, the only option is to zoom in with the + key (you can also zoom out with the - key), although you will of course be cutting of parts of the screen in doing so. Zoom levels under 100% will still have the "flickering" effect, but should be less pronounced at higher zoom levels. You can zoom all the way into 100% for the original, crisp graphics, but your viewing area will be severely limited if you do so. You can also enable grayscale by pressing Graph/F5, but be warned that it doesn't look too great when zoomed out; I'd just recommend sticking to the black and white mode, then. For more zoom/graphics controls, refer to the readme.

If this wasn't the shaking you were talking about... well then I'm not sure what to tell you, and I wasted a lot of time making this post. x.x
Title: Re: Official TI-Boy SE Beta Thread
Post by: aeTIos on July 04, 2014, 10:39:37 am
Well it's an interesting post, I didn't know about this yet. Your time definitely didn't go to waste :)
Title: Re: Official TI-Boy SE Beta Thread
Post by: DJ Omnimaga on July 04, 2014, 01:50:51 pm
Yeah when zooming it usually works fairly well, especially considering you can center the camera on a sprite of your choice. Else, if full screen, it still doesn't look too bad due to the anti-aliasing mentioned above, although due to speed constraints the grayscale does flicker, so that is why it's shaking.
Title: Re: Official TI-Boy SE Beta Thread
Post by: Addison Bean on July 04, 2014, 05:35:40 pm
Thanks, the zooming thing helped!
Title: Re: Official TI-Boy SE Beta Thread
Post by: Kanesh_413 on November 07, 2015, 08:31:33 pm
Totally dumb question- does it work with the ti-89 titanium? If it isn't compatible, would you consider making a similar emulator for the ti-89? I thought that this emulator was very easy to use, and I would like one for the ti-89
Title: Re: Official TI-Boy SE Beta Thread
Post by: Iambian on November 07, 2015, 08:51:26 pm
Holy necropost, Batman!

Erh. Anyway...
Totally dumb question- does it work with the ti-89 titanium? If it isn't compatible, would you consider making a similar emulator for the ti-89? I thought that this emulator was very easy to use, and I would like one for the ti-89
(1) This does not work for the TI-89.
(2) I can't answer that, but I can definitely say that TI-Boy is written in z80 assembler and is designed to run on the TI-83/84 Plus SE. The TI-89 has a completely different architecture (68K) which makes what is currently written incompatible on nearly every possible level.

After a quick Google search, this (http://www.ticalc.org/archives/files/fileinfo/369/36950.html) looks like that would solve your needs. Try it out and tell us if it helped.