Author Topic: Official TI-Boy SE Beta Thread  (Read 128690 times)

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Offline TheNlightenedOne

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Re: Re: Official TI-Boy SE Beta Thread
« Reply #105 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!

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Offline CaptainMcClellan

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Re: Official TI-Boy SE Beta Thread
« Reply #106 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!

Offline calc84maniac

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Re: Official TI-Boy SE Beta Thread
« Reply #107 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.
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Offline ben_g

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Re: Official TI-Boy SE Beta Thread
« Reply #108 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.
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Offline TIfanx1999

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Re: Official TI-Boy SE Beta Thread
« Reply #109 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
« Last Edit: January 31, 2013, 04:13:45 pm by Art_of_camelot »

Offline CaptainMcClellan

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Re: Official TI-Boy SE Beta Thread
« Reply #110 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!

Offline calc84maniac

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Re: Official TI-Boy SE Beta Thread
« Reply #111 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.
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Offline TIfanx1999

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Re: Official TI-Boy SE Beta Thread
« Reply #112 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.

Offline pimathbrainiac

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Re: Official TI-Boy SE Beta Thread
« Reply #113 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.
« Last Edit: February 01, 2013, 02:04:56 pm by pimathbrainiac »
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Offline calc84maniac

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Re: Official TI-Boy SE Beta Thread
« Reply #114 on: February 01, 2013, 02:30:56 pm »
This has been happening for a long time, see this post: http://ourl.ca/10477/200566

Basically it will only work on a link cable other than Direct USB, for some reason.
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Offline pimathbrainiac

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Re: Official TI-Boy SE Beta Thread
« Reply #115 on: February 01, 2013, 02:31:54 pm »
NOOOOO... Link's awakening works, but not pokemon!
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Offline GalacticBacon

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Re: Official TI-Boy SE Beta Thread
« Reply #116 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 

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Re: Official TI-Boy SE Beta Thread
« Reply #117 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

Basically it will only work on a link cable other than Direct USB, for some reason.

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Offline calc84maniac

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Re: Official TI-Boy SE Beta Thread
« Reply #118 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?
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Offline CaptainMcClellan

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Re: Official TI-Boy SE Beta Thread
« Reply #119 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.))