Author Topic: Release of TilEm2  (Read 27156 times)

0 Members and 1 Guest are viewing this topic.

Offline FloppusMaximus

  • LV5 Advanced (Next: 300)
  • *****
  • Posts: 290
  • Rating: +57/-5
    • View Profile
Re: Release of TilEm2
« Reply #45 on: March 07, 2013, 02:05:46 am »
Welcome to the realm of PA-induced issues on programs which work just fine with standard ALSA...
Five years or so after the introduction of that thing (which made contemporary Ubuntu and Fedora highly unpleasant), I still avoid to use it, unless a program requires it, which is fortunately infrequent.

Uninstalling PA completely is not an option on a number of recent, wannabe-user-friendly distros, though. I wish you good luck in making TilEm work with PA...
Maybe PA breaks down with TIEmu as well, I don't know.
Yeah... I tried it briefly some years ago, found it did nothing but break other programs, and removed it.  One way or another, though, TilEm either has to support it or work around it somehow.

Off-topic question: Will support for TI-84 Plus OS 0.46 ever be added?
As far as I know it does work (I've never heard anything to the contrary); is there a reason to think it wouldn't?

Offline utz

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 161
  • Rating: +28/-0
    • View Profile
    • official hp - music, demos, and more
Re: Release of TilEm2
« Reply #46 on: March 07, 2013, 06:36:40 am »
Welcome to the realm of PA-induced issues on programs which work just fine with standard ALSA...

Hahaha good one! Now let's introduce some output filtering via Jack to make things perfect  :devil:

Jokes aside, if this can't be fixed easily then just drop Pulse support, or at least don't select it as default option. Users with a full Pulse setup can simple reroute ALSA anyway.

Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: Release of TilEm2
« Reply #47 on: March 07, 2013, 07:22:10 am »
Wow, this seems awesome o.o I have a question because I think i misunderstood something. Is there an issue with pressing multiple keypresses at once? I have made programs that could take >4 simultaneous keypresses, so that could be a problem. This also made me wonder if your macros were able to support multiple key presses at once, because that could be useful.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Release of TilEm2
« Reply #48 on: March 07, 2013, 02:25:07 pm »
Welcome to the realm of PA-induced issues on programs which work just fine with standard ALSA...
Five years or so after the introduction of that thing (which made contemporary Ubuntu and Fedora highly unpleasant), I still avoid to use it, unless a program requires it, which is fortunately infrequent.

Uninstalling PA completely is not an option on a number of recent, wannabe-user-friendly distros, though. I wish you good luck in making TilEm work with PA...
Maybe PA breaks down with TIEmu as well, I don't know.
Yeah... I tried it briefly some years ago, found it did nothing but break other programs, and removed it.  One way or another, though, TilEm either has to support it or work around it somehow.

Off-topic question: Will support for TI-84 Plus OS 0.46 ever be added?
As far as I know it does work (I've never heard anything to the contrary); is there a reason to think it wouldn't?
I tried it and it didn't work at all: All I get is a blank screen and no skin. The ON key doesn't do anything, nor trying to change the contrast. In WabbitEmu it didn't go further than the RAM Cleared screen.

EDIT: Actually disregard my post. I was pressing Esc instead of F12 >.<. I forced a TI-84+ skin with the ROM through the option and clicking the ON key from there worked too and it appears to work so far. The only issue remaining being how the ROM has no skin assigned to it (In WabbitEmu it defaulted to a 83+SE skin)
« Last Edit: March 07, 2013, 02:36:09 pm by DJ_O »

Offline FloppusMaximus

  • LV5 Advanced (Next: 300)
  • *****
  • Posts: 290
  • Rating: +57/-5
    • View Profile
Re: Release of TilEm2
« Reply #49 on: March 07, 2013, 09:20:04 pm »
You can certainly have multiple keys pressed at a time (with the keyboard, simply pressing two keys at once; with the mouse, by middle clicking to hold a key down.)  Multiple key *sequences*, though (such as pressing "A" to yield "Alpha, Math") are queued up and run sequentially, rather than simultaneously; this is by design.  As for macros, macros currently only record which keys are pressed, not when or how long they are held down; this is certainly an area that could use improvement.

Note also that many PC keyboards, particularly cheaper ones, aren't designed to allow arbitrary combinations of keys simultaneously; certain combinations simply won't be reported to the PC, either because the keyboard physically can't tell which keys are being pressed, or (in the case of USB keyboards) because of protocol limitations.

DJ_O: Thanks for reminding me about skins; I should set it up to use fallbacks for the missing skins.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Release of TilEm2
« Reply #50 on: March 07, 2013, 11:25:18 pm »
AH I see about the macros. Time would definitively be a good addition since right now when you play a macro it just processes every key with almost no delay between them :P (which can be unreliable since it doesn't leave enough time for loading sequences or LCD display/refresh.

I think macros like that could be useful if someone decides to test a calc game and have to go through a very hard part that he absolutely have to go through to ensure that the rest of the game works correctly, such as boss fights with multiple parts or very hard puzzles.

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: Release of TilEm2
« Reply #51 on: March 08, 2013, 01:42:36 am »
Yeah, multiple keypresses work just fine, the only issue seems to be when using shift/control to define special keys. It also seems like keys get queued until the calculator reads them, at least on the homescreen i can type faster than the calculator can handle and it will continue a few seconds afterwards processing the last keypresses. There's also a keymap you can use from the debugger which lets you pick which key groups are being read from/which keys are being pressed.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Release of TilEm2
« Reply #52 on: March 08, 2013, 02:04:57 am »
Another thing I noticed is that for keys with quick key repeat like arrows and DEL, you can move faster when pressing keys repeatedly (as seen in the 1st screenshot below) than holding them down (as seen in the 2nd). Of course an human would most likely not gonna be able to do this in real time, though, even if he's really good at key mashing. It was done around 5% speed so it could have been even faster, but wasn't because I had to constantly alternate between the down and left key to ensure that each of my keypress won't get registered as holding the down key down.
* DJ_O wishes there was some sort of Dactylo game for calcs that measured your WPM :P
« Last Edit: March 08, 2013, 02:14:30 am by DJ_O »

Offline FloppusMaximus

  • LV5 Advanced (Next: 300)
  • *****
  • Posts: 290
  • Rating: +57/-5
    • View Profile
Re: Release of TilEm2
« Reply #53 on: March 26, 2013, 02:24:35 am »
Announcing (finally) the first beta version of TilEm 2.1!

The major changes since version 2.0 are:
 - Audio support.  Known to be broken with PulseAudio - see utz's comments above.
 - External link cable support.  Please note that under Windows you will need to install TILP in order to use external link cables.  On other platforms, using the latest libti* from SVN is recommended for BlackLink/ParallelLink support.
 - French translation added (thanks to contra-sh for all his work on this.)
There are lots of minor improvements and bug fixes as well.

Please test this version and let me know if you find any problems.  I would particularly like to know how well audio and external link cables work on Windows.

Windows installer: tilem-2.1-beta-20130325.exe
Sources: tilem-2.1-beta-20130325.tar.bz2
 - libti*: SVN r4490, tilp_patchset_20130322.tar.bz2
 - SDL: 1.2.15
 - libarchive: 3.0.4
 - GTK+, etc.: see the tilem project site

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Release of TilEm2
« Reply #54 on: March 26, 2013, 03:02:09 am »
Glad to hear! I will try this when I have some time. (most likely with Utz's sound programs) :)

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: Release of TilEm2
« Reply #55 on: March 29, 2013, 07:48:02 am »
I just thought of another breakpoint feature request: defining an address or address range where it won't trigger a breakpoint. For example, if i'm watching a player's coordinates for changes, i know that the player movement routines should be writing to those values, so i can turn off breakpoints for that address range to only break when i shouldn't be writing there. I dunno how often you'd really want to use it, but right now i'm wishing i could do that ;)

EDIT: The preferences menu covers up the LCD, it would be nice if we could move it. It would also be nice to still be able to control the calculator with the preferences menu open (or have a short cut to toggle between full speed and 100% speed).
« Last Edit: March 31, 2013, 02:28:14 am by chickendude »

Offline utz

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 161
  • Rating: +28/-0
    • View Profile
    • official hp - music, demos, and more
Re: Release of TilEm2
« Reply #56 on: June 05, 2013, 11:18:53 am »
I noticed Tilem2 currently has no TI-73 skin. So I made one. Download here.

Offline FloppusMaximus

  • LV5 Advanced (Next: 300)
  • *****
  • Posts: 290
  • Rating: +57/-5
    • View Profile
Re: Release of TilEm2
« Reply #57 on: June 06, 2013, 08:49:07 pm »
Great!  Is the image your own work, or do you know if it's freely licensed?  It'd be really nice if we could include it in the TilEm package.

I've finally (I believe) found and fixed the pulseaudio problem - if you have a chance, could you please test it?  For the record, the problem was a silly mistake on my part; while pulseaudio undoubtedly has some problems, this particular issue wasn't its fault or SDL's. :-\
« Last Edit: June 06, 2013, 08:49:25 pm by FloppusMaximus »

Offline utz

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 161
  • Rating: +28/-0
    • View Profile
    • official hp - music, demos, and more
Re: Release of TilEm2
« Reply #58 on: June 07, 2013, 07:09:11 am »
The skin is based on an image that can be found on various reseller websites. I'd argue that, being just an image of a calculator, the threshold of originality isn't reached and therefore it's PD, and the metadata contains nothing to suggest otherwise. But I can't say for sure. If someone provided me with an appropriatly licensed image, I'd be willing create another skin.

Pulse sound still doesn't work correctly on my machine. But I have some issues with my audio drivers at the moment, so there's a slight chance that those are at fault. Need to wait for some packages to be moved to Debian Testing.

Edit: It seems that at the moment, sound output isn't very accurate in general. Just tried on Windows, it doesn't sound good. Check the examples included here and compare to sound output from VTI, you'll hear what I mean. VTI isn't perfect (too much hi freq filtering), but otherwise it's more or less how it sounds on real hardware.
« Last Edit: June 07, 2013, 09:24:56 am by utz »

Offline FloppusMaximus

  • LV5 Advanced (Next: 300)
  • *****
  • Posts: 290
  • Rating: +57/-5
    • View Profile
Re: Release of TilEm2
« Reply #59 on: June 08, 2013, 01:56:25 am »
The skin is based on an image that can be found on various reseller websites. I'd argue that, being just an image of a calculator, the threshold of originality isn't reached and therefore it's PD, and the metadata contains nothing to suggest otherwise. But I can't say for sure.
That will not be good enough, I'm afraid.

Quote
Edit: It seems that at the moment, sound output isn't very accurate in general. Just tried on Windows, it doesn't sound good. Check the examples included here and compare to sound output from VTI, you'll hear what I mean. VTI isn't perfect (too much hi freq filtering), but otherwise it's more or less how it sounds on real hardware.
That's unfortunate.  Thanks for the information; I'll have to experiment a bit to figure out what's going on there.