Author Topic: TI-Boy SE Beta pre-release  (Read 138078 times)

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Offline calc84maniac

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Re: TI-Boy SE Beta pre-release
« Reply #255 on: May 21, 2011, 11:08:07 pm »
annoyingorange: I'm not focusing too much on getting all games to work right now, but I might check that out sometime.

Also,
Beta 0.1.04 release! I did some research on the awful framerate problem in Pokemon textboxes, and managed to speed it up by adding a timer check to the RET instruction. Nothing else new in this update, unfortunately.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline annoyingcalc

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Re: TI-Boy SE Beta pre-release
« Reply #256 on: May 22, 2011, 07:59:08 am »
That is ok but v 0.1.04 ALREADY it seems yesterday when 0.1.00 was released anyways GREAT
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Offline DanteKnox

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Re: TI-Boy SE Beta pre-release
« Reply #257 on: May 23, 2011, 07:12:36 am »
I'm trying some games out and they seem to work the smaller they are ^_^. However I'm posting on behalf of first time users. When you get some type of code "the current transfer failed. a retry may be successful. (8C010000)" when you use the USB port; It is because you do not have enough space for the GAME!!! Yeah I found this out by just wiping out all my apps XD to make room. Also the 600kb is not the same as the space in the calc.So  lets say you have a game thats about 600KB what you do is multiply that by 1/2.34 to get a rough estimate of the space needed on the calculator(the larger the game like 1.24 MB  it was off by .10 in the divisor). So pretty much X/2.34=Archive space needed to put the game. Hope this helped any one.  ;D
« Last Edit: May 23, 2011, 07:13:43 am by DanteKnox »

Offline alexvire

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Re: TI-Boy SE Beta pre-release
« Reply #258 on: May 23, 2011, 11:20:15 am »
Now I can send games on my TI-84+ with TI-Connect, thank you calc84maniac !
(Sorry for my bad english.)

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Offline calc84maniac

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Re: TI-Boy SE Beta pre-release
« Reply #259 on: May 23, 2011, 08:43:27 pm »
So the other day ikemike told me that his Pokemon save files from the Alpha version wouldn't load his game on the Beta version. I thought that was kind of odd, so he uploaded his save files and Runer112 confirmed that they would load in the Alpha but not in the Beta. It turns out that the saves were indeed loading correctly, but the emulator itself was accessing the wrong parts of it. :P

So, the next release will probably not be compatible with 4-appvar saves from earlier betas, but it will be compatible with the alpha. I may make a tool to convert the older beta saves to the proper format (the process is to delete appvar2, rename appvar3 to appvar2, and rename appvar4 to appvar3). Sorry for the inconvenience, but such is the way of beta testing!
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline ikemike

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Re: TI-Boy SE Beta pre-release
« Reply #260 on: May 23, 2011, 08:47:10 pm »
Hooray! I'm glad I could help with the beta testing, calc84maniac. =D
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Offline DJ Omnimaga

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Re: TI-Boy SE Beta pre-release
« Reply #261 on: May 23, 2011, 10:19:29 pm »
Nice to see updates Calc84maniac. Nice work on this :)

Also welcome here DantesKnox!

Offline fred30w

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Re: TI-Boy SE Beta pre-release
« Reply #262 on: May 28, 2011, 03:36:21 pm »
:w00t: GOOD NEWS!!! :w00t:
I tried a random puzzle game I played when I had the orignal GameBoy, it's called Kwirk.  http://en.wikipedia.org/wiki/Kwirk
As far as I know, this game isn't on the support list of this emulator, if not, you can add it on there. (haven't ran into any issues)
It has got to be the fastest running game on this emulator, probably because of the nature of the puzzles, requires little scrolling on max zoom.  Grayscale is OK, but the black and white is the best.  Works on TIBoy Alpha 0.0.3 and Beta 1.0.3. (haven't tested it on any others).  
Wabbitemu and real calculators work, even with the missing RAM Pages (like mine: REV: P-0410P)  On TIBoy Alpha, sound works (though glitchy because of timing issues).  
Here are two screenshots, one from WabbitEmu, and one from my real calculator. (TIBoy Beta 1.0.3)

Wabbitemu (with emulated missing RAM Pages enabled)


My TI 84+ SE  REV: P-0410P with missing RAM Pages and ALCDFIX required. (not for Tiboy)


Both of these calculators are running TI OS 2.55MP.  Enjoy.
BTW!  This game is very small.  It only takes up 49152. (in the calculator memory menu)
« Last Edit: May 29, 2011, 01:54:35 am by fred30w »

Offline TIfanx1999

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Re: TI-Boy SE Beta pre-release
« Reply #263 on: May 28, 2011, 05:08:33 pm »
Yep, I remember that game as well. Nice to see that it works. Oh, and since I haven't seen you here before (at least I don't recall) let me offer you a belated welcome! =)

Offline fred30w

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Re: TI-Boy SE Beta pre-release
« Reply #264 on: May 28, 2011, 06:39:43 pm »
Yep, I remember that game as well. Nice to see that it works. Oh, and since I haven't seen you here before (at least I don't recall) let me offer you a belated welcome! =)
Thanks!  I believe that was my 3rd post, so I am new here. :)

Offline calc84maniac

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Re: TI-Boy SE Beta pre-release
« Reply #265 on: May 30, 2011, 04:42:02 pm »
Beta 0.1.05:
* Added some support for low-priority sprites, i.e. sprites can be displayed behind the background tilemap. Fixes quite a few graphical glitches!
* Fixed a cartridge RAM mapping glitch, which fixes compatibility with TI-Boy Alpha 4-appvar saves. Breaks compatibility with TI-Boy Beta 4-appvar saves.

I have attached a tool to this post that will update your save files before upgrading to the new beta (only required for 32K saves, which is when there are 4 appvars for the game). Run this fix using Asm(prgmTIBOYFIX) before running the new beta and don't run the old beta after running this fix, or else you'll lose your saved game.

Also, I made a before/after comparison of the low-priority sprite feature!
Before:After:
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline annoyingcalc

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Re: TI-Boy SE Beta pre-release
« Reply #266 on: May 30, 2011, 04:51:07 pm »
Nice I was wondering about the plant in pipe: why it was visible
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Offline BrownyTCat

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Re: TI-Boy SE Beta pre-release
« Reply #267 on: May 30, 2011, 04:52:55 pm »
Nice I was wondering about the plant in pipe: why it was visible
I think he explained that already.

Offline calc84maniac

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Re: TI-Boy SE Beta pre-release
« Reply #268 on: May 30, 2011, 04:54:11 pm »
Nice I was wondering about the plant in pipe: why it was visible
I think he explained that already.
I don't think I explained it before this release. He had been wondering for a while, I imagine.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline BrownyTCat

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Re: TI-Boy SE Beta pre-release
« Reply #269 on: May 30, 2011, 04:55:54 pm »
Nice I was wondering about the plant in pipe: why it was visible
I think he explained that already.
I don't think I explained it before this release. He had been wondering for a while, I imagine.
I meant in the post with the sprite priorities.