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Messages - Runer112
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421
« on: February 16, 2014, 04:09:10 pm »
I think that this is a terrible idea. I really don't mean to be rude, but asking people to pay for calculator programs/apps is wrong. Period. Nothing else I can say.
I think that is a bit harsh. Fiat money is in you wallet, Tic's is on your calc, and is nothing more then a way to have users try harder to get to the next level. Xeda is right, for example you have a lot of monopoly games on ticalc.org, one could be a multiplayer game that uses tic's as value, or buy a Pokémon with tic's, of a boss level with TIc's. Optionally have a poker game with kerm's online bridge and bet with Tic's. They wouldn't really have value, because lets face it anyone who programs on ti-8x knows that its open source or at least not worth payment. Basically the possibilities are endless.
Keep in mind that one of those endless possibilities is users simply hacking in as many as they want. When the system that generates them is as weak as a calculator, it's impossible to validate the rightfulness of their existence.
422
« on: February 16, 2014, 03:38:55 pm »
Oops, looks like basically every variable has the wrong location defined... I've made a note to fix that later, as it doesn't seem to be a bug that requires immediate fixing.
423
« on: February 16, 2014, 06:49:57 am »
Edit 2: In response to Runer's earlier question, I mainly limited the app names because I didn't want people doing things like making two apps called PokemonR and PokemonB, which would happen to use the same save file names.
If the user specifies an 8-character name for a ROM that has a 32KB cartridge, just echo out a (appropriately flashy) warning mentioning this. I think the ability to have 8-character names if you're made aware of the issue greatly outweighs the likelihood of someone ignoring the warning message, making two apps with 32KB cartridges that differ only by the last letter, and sending them both to their calculator and trying to run them. And if they ignore the warning message and screw up their save, that's their own fault. Also, if you do take up my suggestion to save emulator settings in an appvar and think this still could be an issue, you could block out the possibility of this occurring entirely by saving the application name with the emulator metadata. Then you can check that the appvars being loaded by TI-Boy correspond to the app of the correct name.
424
« on: February 16, 2014, 06:41:58 am »
Great work! Btw, how is the black space used, exactly? Is it just used as a gbuf to get around the fill effect of updating so many pixels at once? I'm also curious what tricks are used to avoid redrawing the full screen every frame.
I still can't believe that this is even possible!
Your supposition as to what the black space is used for is precisely correct. And I already asked him about any tricks he uses to avoid some redraw. But at least for now, the answer is none are used. I'd still like to see him try, though.
425
« on: February 15, 2014, 05:42:40 pm »
No, I hit the same slowdown he hit. For some reason, the game runs a fair amount more slowly in Oak's lab than in other areas.
EDIT: Also, rw24 is absolutely correct. At least in Pokemon games, saving doesn't appear to work. In Pokemon Red, I'm positive I saved my game a couple of times before closing the emulator, checked that the appvars were there when going to start it up again, and lo and behold, no continue option. In Pokemon Silver, I got the continue option, but it told me the save was corrupted.
EDIT 2: Should I be getting garbage/data printed to the screen when I exit? For the past few times I've exited, I've gotten mostly white with some strips of random black and white pixels that looks like data, as well as some rows that look like the tree-like structure you get of sending the raw bytes 0-255 in a pattern to the screen.
EDIT 3: Is there any way that key polling could be improved? Quick key presses are often ignored.
EDIT 4: Feature request: saving emulator settings in an appvar. I know I can set the zoom mode, pick the palette, and set the frameskip on startup myself, but having it do those all automatically just seems a lot cleaner and nicer, especially if you get confused like I do about which palette or frame skip setting you actually decided on the last time you spent a minute or two carefully comparing them. And hopefully, there will be more cool features to come and their settings could go in there as well.
426
« on: February 15, 2014, 04:37:26 pm »
Out of curiosity, how well does TI-Boy handle low RAM/ROM situations, particularly with regard to save variables?
EDIT: Also, I feel like I've asked this before, but why do you only let us use 7 characters for names of games that need 4 appvars? Can't you just overwrite the last letter of the name when creating save variables?
427
« on: February 15, 2014, 04:27:49 pm »
Oh, and would Pokemon Gold and Silver be in color? Because they work on the Game boy, but they are in color.
Those are Game Boy Color games. The Game Boy color is not supported for emulation due to a number of increased technical difficulties in emulating it.
Correction: Those games ARE Gameboy games. They were released right when the Gameboy Color was first released and so retained backwards compatibality with the Gameboy. I can prove this because I have a Gameboy original that can play Pokemon Silver. When run on a Gameboy, it simply uses monochrome textures.
Really? I always knew they were shaped like Game Boy cartridges, so I guess it isn't that surprising. Maybe with some work, they could function in full color, but I certainly wouldn't hold my breath for this. I guess we'd have to wait to hear what calc84maniac thinks of its feasibility/infeasibility. EDIT: Confirmed that Pokemon Silver does indeed run, although it suffers from the inability to save properly like the other Pokemon games currently. A note to anyone who does want to load up a generation 2 game, though: they seem in general to run more slowly. Regardless of the frameskip setting I was using, it took about 2 seconds longer to walk 8 squares in Silver than in Red in their respective starting towns.
428
« on: February 15, 2014, 03:55:48 pm »
Also, it would be cool if while you are playing, since it isn't full screen, it could show like a little Game boy shell?
You can't see it, but behind the scenes, the 80 pixels of black on left and right sides of the game window (160 in total) are used as a buffer to render the next frame to. So the full horizontal width of the screen is actually used up already. The black parts directly above and below the game (each 160x48) are available for use, though, so that's possibly worth considering. Although I'm really waiting for the fullscreen emulation mode which, while a bit slower, won't have any black space anywhere. Oh, and would Pokemon Gold and Silver be in color? Because they work on the Game boy, but they are in color.
Those are Game Boy Color games. The Game Boy color is not supported for emulation due to a number of increased technical difficulties in emulating it.
429
« on: February 13, 2014, 07:14:02 pm »
Nice job on the progress. Has any research been done into the late-era Game Boy games that try to provide their own limited form of palette color data (of course we're talking about Pokemon)? It's entirely possible that the palettization they do only looks simple and is in fact much more complicated under the hood, but I'm pretty sure that a large portion of TI-Boy users use it to play that (especially now with the guaranteed ROM and RAM space).
If you're not that interested in researching it to support it, I could offer to try.
430
« on: February 10, 2014, 12:23:50 am »
I would recommend using Pause x. x=1800 corresponds to approximately one second on a calculator running at 6MHz (the default), or x=4500 corresponds to approximately one second on a calculator running at 15MHz (if you've used Full on a 15MHz-capable calculator).
431
« on: February 09, 2014, 08:07:26 pm »
I believe a full-screen, 320x240 mode is planned for development. He will try to support stretching the screen to completely fit, so 2x horizontal scaling and 1.66x vertical scaling (probably without any interpolation). I guess a clipped mode with 2x vertical scaling is also possible, but I don't think he's as interested in supporting that, at least not yet, as one of the nice benefits of the larger screen was ditching the screen scrolling code that TI-Boy for monochrome calcs needed.
432
« on: February 09, 2014, 01:13:19 pm »
calc84maniac, you son of a beep. How could you torment me by hiding this for so long? Of course any form of working Game Boy emulator is, by default, fantastic. Nobody else can do the amazing stuff you do. But to nitpick already: - How intelligent is display updating? Does it employ any time-saving shortcuts, like avoiding redrawing sprites (or rows of sprites) that haven't changed?
- Does it support palette swaps, à la Pokemon Red/Blue?
- Will you ever add all the other cool features I pestered you endlessly about for the old TI-Boy to either version? Savestates and a GameShark-like governor come to mind.
- EDIT: Pokemon wait state fix?
433
« on: February 08, 2014, 04:36:14 pm »
Sounds like your ROM might have been infected by bootfree. I believe some versions of Wabbitemu decided to randomly splice the third-party bootfree boot code into ROMs, which breaks flash unlocks designed for the real TI boot code, which Axe relies on. I'd recommend updating Wabbitemu to the latest version, which I believe shouldn't unexpectedly do this, and trying to replace your ROM file with a fresh one from your physical calculator.
434
« on: February 04, 2014, 07:38:37 pm »
Make speed a variable and slowly increase it over time? That's a pretty standard arcade game mechanic that seems like it would work pretty well with this kind of game. That would be a great idea. You could also shrink the size of the tunnel.
That's how you see nobody tried the game before talking. I already implemented all of that, but it's not really noticeable before 1000.
Sorry! I was a bit late to this topic, so I just presumed other people's posts about their experiences with the game were accurate... But if nobody noticed its existence, perhaps it would be worth considering exaggerating it somewhat? Or perhaps you could add a speedometer? I'm pretty sure I tried a game vaguely like this a long time ago... I failed. So good on you for reading my mind from the past and succeeding.
435
« on: February 03, 2014, 07:56:26 pm »
Make speed a variable and slowly increase it over time? That's a pretty standard arcade game mechanic that seems like it would work pretty well with this kind of game.
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