Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: XVicarious on January 16, 2011, 10:33:10 am

Title: tilem4iphone
Post by: XVicarious on January 16, 2011, 10:33:10 am
I had an idea... Porting TILEm to iPhone. I don't know if anyone has tried this, I have looked far and wide and have come up with no results.  I feel that this would be one beast emulator for the iPhone, one that a lot of us here would love.  I realize the work it would take, but I cannot do this on my own. If anyone would like to help, please just say here, and when we have a sufficient amount of people we can start the planning and how we are going to execute this. So... Post away.

chances are this would go onto the Cydia store, or if anyone has a developers account with Apple and can seduce steve jobs to let us publish this in the app store that could work too.

Things suggested:
-use wabbitemu
Title: Re: tilem4iphone
Post by: yunhua98 on January 16, 2011, 10:33:44 am
maybe Wabbit instead?
I don't know, its just that most people use Wabbit...
Title: Re: tilem4iphone
Post by: XVicarious on January 16, 2011, 10:34:50 am
That would work to, I tilem just came to mind because that was what i was using last night when i was thinking of this.
Title: Re: tilem4iphone
Post by: fb39ca4 on January 16, 2011, 11:00:35 am
Sounds great! The keys would be kinda small, though.
Do you have a Mac? I hear it's really hard to get a working win/linux dev environment.
Title: Re: tilem4iphone
Post by: XVicarious on January 16, 2011, 11:04:07 am
No I do not have a mac, I'd need someone with a Mac due to problems I had trying set up the toolchain here on ubuntu. yeah it would be quite small.. I was thinking we use just the TI-84+ keypad for buttons, and the top part would be the screen. Maybe a keyboard and we can scroll down on the keypad maybe? Like scrolling a webpage?
Title: Re: tilem4iphone
Post by: Deep Toaster on January 16, 2011, 11:16:12 am
Yep, that'd be greeat! Maybe

(http://i53.tinypic.com/23kf21x.png) (http://cemetech.net/forum/viewtopic.php?p=128332#128332)

will come true after all...

Things suggested:
-use wabbitemu

The Mac version? That might work... I don't know how coding for iPhone works, though.
Title: Re: tilem4iphone
Post by: XVicarious on January 16, 2011, 11:23:23 am
Well normally its in Objective-C, but I think Apple now supports C, and C++. And then the toolchain works with C++ I believe.

I was thinking more like this (attachment)
Where the white would be the screen and the keypad scrolls to get all of the buttons
Title: Re: tilem4iphone
Post by: fb39ca4 on January 16, 2011, 11:48:07 am
No I do not have a mac, I'd need someone with a Mac due to problems I had trying set up the toolchain here on ubuntu. yeah it would be quite small.. I was thinking we use just the TI-84+ keypad for buttons, and the top part would be the screen. Maybe a keyboard and we can scroll down on the keypad maybe? Like scrolling a webpage?
What toolchain were you trying to set up?
Also, it would be cool if you could support using the iPhones USB cable to act just like the transfer cable, so you could use it w/ msd8x or tilp.
Title: Re: tilem4iphone
Post by: XVicarious on January 16, 2011, 11:51:09 am
http://code.google.com/p/iphone-dev/wiki/Building

My GCC or was it G++ was too new, couldn't find an older version.
Title: Re: tilem4iphone
Post by: Silver Shadow on January 16, 2011, 12:41:33 pm
I would be glad to beta-test it, I was wanting something like this for a long time!

What would also be cool is if we could personalize the keyboard layout, so as to have the keys we use most directly on the screen without having to scroll.
Title: Re: tilem4iphone
Post by: XVicarious on January 16, 2011, 12:43:38 pm
Hum good idea. This project even getting a beta would take a bit and I need people to help with it because no way i can do it on my own
Title: Re: tilem4iphone
Post by: Silver Shadow on January 16, 2011, 12:47:15 pm
And also, I doubt this will be accepted am sure you won't be able to put it on the AppStore. Better put it on Cydia.
Title: Re: tilem4iphone
Post by: XVicarious on January 16, 2011, 12:47:42 pm
Exactly what I was thinking.
Title: Re: tilem4iphone
Post by: DJ Omnimaga on January 16, 2011, 02:33:17 pm
That would be nice. Hopefully some people can help, although a lot are most likely busy right now and would have to learn to code for the iPhone. It could take around a year before such project startup, seeing how there was a discussion about it a year ago and still no iPhone version of WabbitEmu arrived.

Also WabbitEmu would be best since it has better display quality and more features.
Title: Re: tilem4iphone
Post by: fb39ca4 on January 16, 2011, 02:46:57 pm
No I do not have a mac, I'd need someone with a Mac due to problems I had trying set up the toolchain here on ubuntu. yeah it would be quite small.. I was thinking we use just the TI-84+ keypad for buttons, and the top part would be the screen. Maybe a keyboard and we can scroll down on the keypad maybe? Like scrolling a webpage?
You could install OSX in virtualbox.
Title: Re: tilem4iphone
Post by: Juju on January 16, 2011, 03:03:43 pm
I thought of doing such a project before, but I never got to compile something for the iPhone...

Also, I doubt it would be accepted on the App Store, for the same reason there's no gaming console emulator there, because of copyrighted roms and things like that.
Title: Re: tilem4iphone
Post by: Deep Toaster on January 16, 2011, 03:04:54 pm
Also, I doubt it would be accepted on the App Store, for the same reason there's no gaming console emulator there, because of copyrighted roms and things like that.

Anything goes in Cydia, though :D
Title: Re: tilem4iphone
Post by: Juju on January 16, 2011, 03:10:02 pm
Yep, everything can go in Cydia, since it's easy to make repos, since it's based on Debian's apt.

Also, I would be glad to help. Once I figure out where my brother put the iPod.
Title: Re: tilem4iphone
Post by: jnesselr on January 16, 2011, 03:35:17 pm
Also, I doubt it would be accepted on the App Store, for the same reason there's no gaming console emulator there, because of copyrighted roms and things like that.

Anything goes in Cydia, though :D
Cydia works.  I have an apple computer, but can't develop or join the ADC yet.
Title: Re: tilem4iphone
Post by: Juju on January 16, 2011, 03:48:38 pm
Also, I doubt it would be accepted on the App Store, for the same reason there's no gaming console emulator there, because of copyrighted roms and things like that.

Anything goes in Cydia, though :D
Cydia works.  I have an apple computer, but can't develop or join the ADC yet.
There is a free version for students, I think.
Title: Re: tilem4iphone
Post by: DJ Omnimaga on January 16, 2011, 03:57:59 pm
Is Cydia an alternative to the apple store? I'm not familiar with the whole ipod jailbreaking scene...
Title: Re: tilem4iphone
Post by: jnesselr on January 16, 2011, 04:07:49 pm
Is Cydia an alternative to the apple store? I'm not familiar with the whole ipod jailbreaking scene...
Yeah, sorta. In linux, you can apt-get packages off of some server.  Cydia is basically the same thing, but for the iphone/ipod.
Title: Re: tilem4iphone
Post by: DJ Omnimaga on January 16, 2011, 04:08:44 pm
Ah, that's good :)
Title: Re: tilem4iphone
Post by: XVicarious on January 16, 2011, 05:59:38 pm
I actaully have OSx installed on a virtual machine... but im having start up problems. But yeah, please people my email is in my profile, if you want to help then please, by all means shoot me an email. I actually started looking into programming for the iDevice and its not that hard (well what I saw of it). If you know a C language, then it should be easy to adapt. Apple actually has books in the iBook store that are free about developing for iOS. If i can pull them off my iPod, ill share them, or if you have an iPod/Phone whatever take a look yourself.

edit: Awww... I suppose I don't have it installed... I forgot I had to reformat...
Title: Re: tilem4iphone
Post by: fb39ca4 on January 16, 2011, 06:38:42 pm
Also, I doubt it would be accepted on the App Store, for the same reason there's no gaming console emulator there, because of copyrighted roms and things like that.

Anything goes in Cydia, though :D
Cydia works.  I have an apple computer, but can't develop or join the ADC yet.
There is a free version for students, I think.
No, that's for colleges/universities who want to teach their students with ios programming, not for individual students.
Title: Re: tilem4iphone
Post by: Eeems on January 16, 2011, 07:13:18 pm
I've actually thought about this a while ago.
If you don't want to use apple's stuff you can go ahead and follow the tutorial Saurik (Cydia's creator/owner/maintainer) made here http://www.saurik.com/id/4 for setting up a development environment on linux. Keep in mind that you will have to jailbreak.
Also, it doesn't cost any money to get the apple iPhone SDK, only to register to become a developer ($99).
Also, since Wabbit is open source, and constantly updated, it would be much easier to port it then any other emulator.
Also, I doubt it would be accepted on the App Store, for the same reason there's no gaming console emulator there, because of copyrighted roms and things like that.

Anything goes in Cydia, though :D
Erm, you are mistaken...yes anything can get it, although at the repo holder's discretion, but Saurik does not like pirating and stuff like that... So, yes you can do anything, but not anything goes. You just have to use your own repo to distribute copyrighted stuff, and risk getting sued.
So if we did release this, everybody would have to distribute their own ROM's due to legal issues.
Title: Re: tilem4iphone
Post by: XVicarious on January 16, 2011, 07:16:34 pm
I think I tried setting up like that. And really? Only to register as developer? And come to think of it... It did say wehn i downloaded XCode it came with the SDK.
Where would I find the Mac version source of Wabbit emu tho? I looked on the Codeplex but i found only windows there.

I did jailbreak. Too :D. Didn't want to be stuck in Apple's little world.
Title: Re: tilem4iphone
Post by: Eeems on January 16, 2011, 07:33:26 pm
Unless they have changed it from when I was thinking about developing (before I jailbroke my iPod) then yes, you only have to pay to actually release your stuff in their store.
I'm not sure where the source is; you would probably have to ask Buckeye on IRC or something.
Lol exactly :P
Title: Re: tilem4iphone
Post by: z80man on January 16, 2011, 09:11:04 pm
For the dev enviroment you can use install a patched version of osx on a partition of your windows/linux computer that way you don't have to have a mac.
Title: Re: tilem4iphone
Post by: XVicarious on January 16, 2011, 09:37:37 pm
I'm actually gonna install MacOSx on a virtual box. I just need a team dammit. I am not able to do this all alone lol.
Title: Re: tilem4iphone
Post by: jnesselr on January 16, 2011, 09:49:19 pm
I'm actually gonna install MacOSx on a virtual box. I just need a team dammit. I am not able to do this all alone lol.
I can't help you because I can't join the apple developer program until I am 18 (legally), so for now I can't help you, sorry.  Besides, I would rather use cydia where we have more control over this.
Title: Re: tilem4iphone
Post by: XVicarious on January 16, 2011, 09:50:49 pm
Yeah. Cydia was my first choice. Anyhow, parents lol? They wouldn't? Plus its 100 bucks. So Cydia is the first choice.
Title: Re: tilem4iphone
Post by: Eeems on January 16, 2011, 09:59:25 pm
You don't have to pay to get the SDK, just to release in the apple store, so nothing is stopping you from developing with their tools. Although you still need to jailbreak to run the apps.
Title: Re: tilem4iphone
Post by: XVicarious on January 16, 2011, 10:01:04 pm
Yeah. I suppose once i find the macosx source of wabbitemu, ill look over the source, try to figure out what i have to do.
Title: Re: tilem4iphone
Post by: jnesselr on January 16, 2011, 10:41:09 pm
Yeah. Cydia was my first choice. Anyhow, parents lol? They wouldn't? Plus its 100 bucks. So Cydia is the first choice.
Yeah, I just don't feel it is honest to say I'm 18 when I'm not.
Yeah. I suppose once i find the macosx source of wabbitemu, ill look over the source, try to figure out what i have to do.
here: http://code.google.com/p/wabbitstudio/

But it is WAY out of date.
Title: Re: tilem4iphone
Post by: DJ Omnimaga on January 16, 2011, 10:42:25 pm
I'm actually gonna install MacOSx on a virtual box. I just need a team dammit. I am not able to do this all alone lol.
You'll need to learn patience, though. You're not gonna get a developer team in less than 4 weeks, that's for sure. Lots of people are busy with other projects or don't care about iPhone. Let's not get mad at everyone for not joining, please.
Title: Re: tilem4iphone
Post by: XVicarious on January 16, 2011, 10:45:41 pm
I know. I'm not mad. Just my humor which is kinda... Not great sometimes lol. I realize itll take time lol.
Title: Re: tilem4iphone
Post by: DJ Omnimaga on January 16, 2011, 10:47:24 pm
Ah, ok. Just try to be careful, because a few months ago, there was a surge of new members (and old ones) that suddently started getting mad whenever not enough people replied to their topic or participated to projects and people got tired of it. We even had to threaten bans. D:
Title: Re: tilem4iphone
Post by: Eeems on January 16, 2011, 11:08:11 pm
Yeah. Cydia was my first choice. Anyhow, parents lol? They wouldn't? Plus its 100 bucks. So Cydia is the first choice.
Yeah, I just don't feel it is honest to say I'm 18 when I'm not.
I didn't know you had to say that to download the sdk
Title: Re: tilem4iphone
Post by: jnesselr on January 16, 2011, 11:14:12 pm
Yeah. Cydia was my first choice. Anyhow, parents lol? They wouldn't? Plus its 100 bucks. So Cydia is the first choice.
Yeah, I just don't feel it is honest to say I'm 18 when I'm not.
I didn't know you had to say that to download the sdk
Yep. First thing they ask you. And I've read the entire license agreement with that thing, and I'm definitely not gonna say I'm 18 when I'm not (granted, I read it when I was 16, so it has probably changed, but I check every month to see if it's changed to 17)
Title: Re: tilem4iphone
Post by: willrandship on January 16, 2011, 11:15:30 pm
I ignore those usually :P

It'll never change to 17 until the US and other Major countries switch their adult age to 17 :P
Title: Re: tilem4iphone
Post by: jnesselr on January 16, 2011, 11:17:42 pm
I ignore those usually :P

It'll never change to 17 until the US and other Major countries switch their adult age to 17 :P
<fancy snooty voice>
I believe the more technically and politically correct term would be "the age of the majority", in which obviously people are responsible intelligent adults.
</fancy snooty voice>

But yeah, I can't wait.  I'm counting down the days.
Title: Re: tilem4iphone
Post by: Eeems on January 16, 2011, 11:21:52 pm
June 13th for me :)
Title: Re: tilem4iphone
Post by: Madskillz on January 16, 2011, 11:38:01 pm
As for them not allowing console emulators on the official app store, that isnt true there is an emu on there right now with another console emu on the way. Before they never allowed programs to run any kind of programming language from within. So BASIC would have got it thrown out. However they have recently lifted that clause. I'm not sure on the USB connector, but I know Apple was really strict with who could use that and not. If they opened that now it would be totally possible to have an official release on the app store. If it isn't then for sure Cydia would be the way to go and might be the way to go anyhow.

I have a developer license and have wanted to port over Will's mac version of wabbitemu. I don't have time right now though to offer any help. I got my own projects that I am working on. The touch interface would work great and with the internet you could send the files directly to the device that way.
Title: Re: tilem4iphone
Post by: Eeems on January 17, 2011, 12:12:17 am
gcn would be easy with it to :D
Title: Re: tilem4iphone
Post by: jnesselr on January 17, 2011, 10:23:38 am
gcn would be easy with it to :D
That is assuming we could control the sound port that efficiently, but yes, it could.
Title: Re: tilem4iphone
Post by: Eeems on January 17, 2011, 10:41:40 am
Why would we use the sound port? Just connect it directly to the Internet with wifi.
Title: Re: tilem4iphone
Post by: jnesselr on January 17, 2011, 12:12:56 pm
Why would we use the sound port? Just connect it directly to the Internet with wifi.
Oh yeah.  Okay, I totally wanna join this now. ;-)
Title: Re: tilem4iphone
Post by: XVicarious on January 17, 2011, 12:56:31 pm
great ideas guys. I might be able to get one of my friends in on this project, but does anyone know a more up to date version of the wabbit for Mac source or is that it?
Title: Re: tilem4iphone
Post by: Eeems on January 17, 2011, 01:24:29 pm
Try and see if Buckeye knows.
Title: Re: tilem4iphone
Post by: jnesselr on January 17, 2011, 02:08:02 pm
great ideas guys. I might be able to get one of my friends in on this project, but does anyone know a more up to date version of the wabbit for Mac source or is that it?
That's pretty much it.  I would actually prefer to write one from scratch based on the current Windows source.
Title: Re: tilem4iphone
Post by: Madskillz on January 17, 2011, 05:14:41 pm
The mac one is more than capable and would probably be a good one to start with.
Title: Re: tilem4iphone
Post by: XVicarious on January 17, 2011, 06:50:13 pm
Okay Madskillz. I'll take a look at that maybe Friday. I have a project for Western Civ that needs doing :(
Title: Re: tilem4iphone
Post by: XVicarious on January 28, 2011, 09:40:07 pm
Okay. I've finally got a chance to install the toolchain on my laptop. The toolchain supports C and C++, so we can use the Windows version of Wabbit and port that to the iPhone since it is newer and well... Better.

And any ideas on how the rom thing will work? iFile would work, but not everyone wants to monkey with the filesystem.
Title: Re: tilem4iphone
Post by: jnesselr on January 28, 2011, 10:26:02 pm
Okay. I've finally got a chance to install the toolchain on my laptop. The toolchain supports C and C++, so we can use the Windows version of Wabbit and port that to the iPhone since it is newer and well... Better.

And any ideas on how the rom thing will work? iFile would work, but not everyone wants to monkey with the filesystem.
The best thoughts I have there, are if you can use usb access.  Just use USB to transfer ROM8X to their calc, find the OS version they're using online, and make a rom.  (Note that I would think an app or something to do this would be awesome.  But that is only if you can access the filesystem from USB.
Title: Re: tilem4iphone
Post by: FloppusMaximus on January 28, 2011, 11:07:32 pm
Somehow I missed seeing this topic before!  (For those who don't know, I worked on the original TilEm for several years; now I'm one of the folks working on the long-delayed TilEm II.)

If you're interested in adapting either the old TilEm core, or the new TilEm II core, to run on an iPhone, I'll be happy to help any way I can.  The new core is stable (it's the GUI that's currently lacking) and, as far as I know, provides the most accurate emulation of any emulator currently available.  It may be a little slower than the old code, though (especially on x86 systems); I really have no idea how it compares performance-wise with Wabbitemu.  Apart from the emulation core itself, the TilEm II grayscale algorithm might be too much for an iPhone, and you might want to replace it with a faster and less memory-intensive algorithm.
Title: Re: tilem4iphone
Post by: DJ Omnimaga on January 30, 2011, 03:51:36 am
Oh wow you were the TilEm author. I remember using it a lot back then until I switched to 3 level grayscale (which only showed up decently in PindurTI) but I prefered TilEm to test other games because PTI didn't support 15 MHz models.
Title: Re: tilem4iphone
Post by: FloppusMaximus on January 30, 2011, 09:43:59 pm
I wasn't the original author (that was Julien Solignac, aka x1cygnus), but I did add support for the newer models, and a number of other nifty things.
Title: Re: tilem4iphone
Post by: Munchor on January 31, 2011, 08:40:35 am
Oh wow you were the TilEm author. I remember using it a lot back then until I switched to 3 level grayscale (which only showed up decently in PindurTI) but I prefered TilEm to test other games because PTI didn't support 15 MHz models.

PindurTI, in my view, is the best emulator if you want speedy screenshots and linking.
Title: Re: tilem4iphone
Post by: DJ Omnimaga on January 31, 2011, 11:38:00 pm
I wasn't the original author (that was Julien Solignac, aka x1cygnus), but I did add support for the newer models, and a number of other nifty things.
Oh ok. I assume you were the one who ported it to Windows too? I remember the original was only for Linux.
Title: Re: tilem4iphone
Post by: Lionel Debroux on February 05, 2011, 05:50:58 am
I found about this topic only now as well...
I concur about the higher emulation accuracy and broader calculator range of tilem and tilem-ng.
Title: Re: tilem4iphone
Post by: contra-sh on February 09, 2011, 11:46:40 am
Hi,

I'm currently working on tilem 2 with floppusmaximus (I develop the GTK+ user interface).
And I have an iphone... ;)

I'll be happy to help any way I can too.

Regards

Thibault



Title: Re: tilem4iphone
Post by: DJ Omnimaga on February 14, 2011, 12:29:10 am
Hey, welcome on the forums! An iPhone port would definitively be good, due to the amount of people who got one. People have been requesting a calc emu for it for a while.

As suggestion, however, it would be good to improve the grayscale and allow changing the screen blur settings like we can do in WabbitEmu, because TilEm was set exclusively for Durk/Jim_e grayscale packages, so TI-BASIC+xLIB/DCS grayscale games and most Axe 3 level grayscale games looks terrible in it :(
Title: Re: tilem4iphone
Post by: FloppusMaximus on February 14, 2011, 10:22:27 pm
This is an area of ongoing work. :)

I'm not sure which version of TilEm you're referring to.  Pre-0.973, TilEm used a very simple method that was strictly limited to 4-level, interrupt-driven display routines, which looks nice for the rare cases where it works at all.  Version 0.973 and later used a simple IIR filter, which flickers a bit but does work (to a limited extent) for a much wider range of programs.

For TilEm II, I'm working on a completely new algorithm that should work (without flickering) for any frame rate and duty cycle.  It's a little buggy still, and does require somewhat more memory and CPU time.

I don't know what Wabbitemu provides in the way of tunable settings, but this new algorithm should not require any tuning by the user.
Title: Re: tilem4iphone
Post by: DJ Omnimaga on February 15, 2011, 12:53:58 am
I mean the one on ticalc.org that was uploaded around 2004-05 (when the Windows version got announced). I never found any newer version anywhere for Windows afterward, from what I remember.

As for Wabbitemu you can reduce the blurriness or increase it and also reduce the amount of shades of gray (even getting rid of grayscale completely).